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  • 89 votes cast
Dec
24
comment How to avoid cost comparison each and every frame?
You can still do it with push notifications. Find the lowest cost of a disabled button, store that with the resource. Fire the notification only when that threshold is crossed, then recalculate the thresholds. Likewise, recalculate when they spend resources.
Oct
21
comment Is there an efficient way to identify in which run-time generated room a character is, in a non-grid 3D environment? How?
@Steven I considered it possible that's what you meant but since it wasn't clear I figured I ought to spell it out. And you would choose your grid size to be reasonable given the expected layout--vast numbers of cells with one room would be wasteful of memory for no real gain.
Oct
21
comment Is there an efficient way to identify in which run-time generated room a character is, in a non-grid 3D environment? How?
Another way of organizing rooms for fast searching: Lay a grid over your space. Each grid cell has a linked list of the rooms that appear within that grid cell, you only need to test a point against the rooms in it's grid cell. This is pretty close to O(1), rather than the O(log n) of trees.
Oct
21
comment Is there an efficient way to identify in which run-time generated room a character is, in a non-grid 3D environment? How?
Since the problem space is rooms a self-intersecting polygon makes no sense. You can't put a wall inside a wall--if it's permitted at all it should divide the space into multiple rooms instead of permitting a convex, self-intersecting polygon.
Sep
12
comment Is there a practical reason for saving game data in %UserProfile%\Documents instead of %AppData%?
One could argue this either way. I would expect to find saves in documents, configuration in AppData.
Sep
12
comment Is there a practical reason for saving game data in %UserProfile%\Documents instead of %AppData%?
And is not a save game basically a user document???
Jun
26
comment Wall detection in maze game - On the fly or precomputed?
And note that even if a simple tile map can't resolve whether there are collisions or not the idea is still useful--divide the world up into tiles, each tile containing a list of the walls in that tile. This reduces the calculation to constant time no matter how big your world.
Apr
30
comment How to detect and prevent abuse (botting) of online game API?
@Superbest My impression was that the game wouldn't continue while the question remained unaddressed. If they keep sending futile commands it's pretty apparent it's a bot doing it.
Apr
29
comment How to detect and prevent abuse (botting) of online game API?
@Superbest If the bot keeps trying to play while the human sleeps you have a pretty good indication that it's a bot. The problem with asking questions is what if the player doesn't speak English?
Nov
23
comment Maximum Number of Bends - Snake
@MichaelCelani Those aren't the numbers I understood from your initial post. I do agree yours is slightly more efficient. I can't imagine there's an overall savings counting the complexity of the code, though.
Nov
23
comment Maximum Number of Bends - Snake
@MichaelCelani You are giving 4 bytes/block for the naive approach, 5 bytes/bend for yours. Your approach only wins in the worst case if it's not possible to have a snake of at least 80% bends--and a snake that squirms like I drew will be well at least 99% bends given your board size.
Apr
13
comment Is host advantage real?
It would depend on how the game is programmed. If commands are executed as soon as they are received the host gets an advantage. If commands work on ticks and both host and remote commands have the same tick delay then there's no host advantage.
Dec
24
comment How can I optimize this flood fill algorithm?
I haven't done the math but this feels like O(N^4) to me. You are treating the Contains call as O(N) but it's filled by a O(N^2) loop and thus it might itself be an O(N^2) call.
Nov
23
comment Implementing a homing missile
@Mutoh Real world orbits can be elliptical. I don't think a missile orbit can be, though, as there is no variable attraction with distance.
Nov
21
comment Implementing a homing missile
@Mutoh True, although my gut says that it's in orbit iff the range does not change and the target did not maneuver.
Nov
21
comment Implementing a homing missile
@Mutoh ANY seeker missile can orbit if the situation is just right. Different speeds and turn angles simply change the orbit radius. The only way to avoid this entirely is to have the missile alter it's behavior if it goes into orbit.
Aug
15
comment Can I simplify the inequality “distance(p1, p2) < distance(p1, p3)?”
Yes, my experience is when you're dealing with this sort of stuff a DistanceSquared function is very useful. It's just as clear and avoids the expensive sqrt operation.
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!
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.