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  • 81 votes cast
Jul
16
answered Gravity and collision detection interfering with player movement
Jul
10
comment Simulating pressure in a grid based liquid simulation
@Byte56 Yes. The pressure in the block should be the weight of water above it or being applied sideways when we have a solid surface somewhere above. Too little pressure on it means there's not enough water above, move water up.
Jul
10
comment Simulating pressure in a grid based liquid simulation
@Byte56 You're misinterpreting what I said. I'm saying the water goes up when the pressure in the block you are analyzing is too high for the pressure being applied from above, not that the pressure from above is too great!
Jul
9
answered Simulating pressure in a grid based liquid simulation
Jun
5
answered Alternates to scratch damage to solve combat deadlocking
Jun
5
comment Why do most video game guns reload without losing unused ammo in the magazine?
A soldier will reload when he has a chance.
May
30
answered How to effectively check for object visibility prior to object creation?
May
18
answered Can I write code from 2 computers at the same time?
May
17
comment How do I protect my game with CD key / serial number?
@Vishnu I know as a user who types in keys I would much prefer to have some check info per group even if that meant typing a longer key.
May
15
comment Minimax for Bomberman
My limited experience with playing it is that you usually have to place multiple bombs to kill a competent opponent--a strategy needs to take this into consideration. I've played against AIs with approximately your strategy, they're quite ineffective at killing you unless you can get cornered.
May
14
comment Minimax for Bomberman
Minimax is simply not useful in a situation with as many choices as Bomberman. You'll exhaust your ability to search before going far enough to see if a move is sensible or not.
May
11
comment How do I protect my game with CD key / serial number?
One minor point--while a totally random key provides the maximum keyspace (and is perfectly workable if you're validating against a database of issued keys) it's not user-friendly. Put some validation into the key itself so that most mistypes are caught before you try to hit the server.
Apr
10
comment How can I find a projectile's launch angle?
Note that in most cases there are two valid solutions. Assuming no drag or the like max range is attained when the projectile is fired at a 45 degree angle. Going higher OR lower will lower the range--thus unless you need every bit of oomph from your gun there will be both a higher and a lower solution.
Apr
10
comment How to remove floating terrain when generated with 3D Perlin Noise?
Terrain might only be connected through the adjoining chunk if it's an overhang from there.
Mar
23
comment Scrambling word into least recognizable form
Something to keep in mind: If you have some rules that define an exact transform your players might learn them and be able to quickly unscramble words that way.
Feb
10
answered Optimizing gravity calculations
Feb
6
answered XNA Game arhitecture, sharing vertices between objects
Feb
2
answered Who should manage projectiles?
Dec
25
comment Forward Compatibility of Save Files
I used to use that approach. I have since switched to putting version numbers on the data elements themselves. It makes the changes have far more confined effects.
Dec
22
comment What data-type should I use for in-game currency?
It's game. Accounting isn't going to lynch you for a rounded off penny and thus the normal reasons against using floating point for currency don't matter.