681 reputation
36
bio website
location Las Vegas, NV
age 48
visits member for 3 years, 5 months
seen 9 hours ago

I can be reached at lorenpechtel @ hotmail . com


Nov
4
comment 2D pathfinding - finding smooth paths
You'll have to have fractional coordinates within a tile to get what you want. No possible path without this would work--carrying the fractions but not displaying them would make your unit move straight/diagonal/straight/diagonal.
May
16
comment Distribute XNA as a standalone zip or exe (no installer needed)?
Yup, I've sent an XNA "game" as a zip before, it wouldn't load until both .net and xna were installed but then it worked fine.
Sep
15
comment When would I use “scripts” or “scripting” in a game, as opposed to the core language?
@Brian Reindel: In general, yes.
Sep
12
comment Spawning units in a world made by Perlin noise?
Your revision doesn't help. Two points on a convex curve will never have a legal straight line between them, period. More divisions won't help.
Sep
11
comment Spawning units in a world made by Perlin noise?
This doesn't work. Look at the bottom right, specifically the blob in the red area. It's entirely convex so there's no change to cause another color to be used but clearly no straight line exists from the bottom of the red on the right edge to the rightmost part of the red on the bottom edge.
Aug
5
comment How'd they do it: Millions of tiles in Terraria
@MindWorX: Doing all the updates when it reloads wouldn't always work--suppose you have a whole bunch of barren area and then grass. You go away for ages and then walk towards the grass. When the block with the grass loads it catches up and it spreads in that block but it won't spread into the closer blocks that are already loaded. Such things progress MUCH slower than the game, though--check only a small subset of the tiles in any one update cycle and you can make distant terrain live without loading down the system.
Jul
20
comment How to calculate falling and accelerating velocity?
@Beska: Your rocket engine isn't limited in acceleration, it's limited in thrust. The ratio of thrust/acceleration will change as the tanks get used. A rocket with full tanks is a lot less responsive than one that's nearly empty.
Jul
16
comment How to calculate falling and accelerating velocity?
@Patrick Hughes: Shuttle gross weight: 240,000lb. Total liftoff weight: 4,500,000lb. Admittedly, that includes 58,500 pounds of tank & 400,000lb of SRB. Still, though, you'll get more than 10x the acceleration from the last pound of fuel than from the first.
Jul
16
comment How to calculate falling and accelerating velocity?
@Patrick Hughes: The amount of fuel carried by any true rocket lander (I'm not counting the Mars aerobrake/rocket hybrid cases) is a substantial portion of it's total weight. Assuming the fuel:acceleration ratio to be fixed will produce a very wrong answer.
Jul
15
comment How to calculate falling and accelerating velocity?
@daemonfire300: You misunderstand--I'm not talking about the effect of running out of fuel, but the effect of burning fuel. A constant throttle setting on your engine produces a continuously climbing acceleration figure, a constant acceleration produces a continuously declining fuel burn rate. This means the simple calculations that FxIII gives will produce incorrect fuel use numbers.
Jan
23
comment How to implement zombie AI?
@Dukeofgaming: How do you get that? The broom isn't going to push them and if you're that close they'll be trying to attack you. Give them a long sense range if you want but zombies are not intelligent, don't give them intelligence in hunting.
Jan
23
comment How to implement zombie AI?
@Lo'oris: I mean that it should evaluate the distance from squares by the straight-line distance, not the minimum path.
Jan
9
comment Do you fill all your game data in huge excel tables? Are there any better method?
@dboarman: asap-utilities.com
Jan
5
comment How do you prevent inflation in a virtual economy?
DDO expansions etc can't be bought with in-game currency. They are bought with Turbine Points which can either be bought for cash or obtained by earning favor by quest completion. While favor has in-game effects as well it's a character attribute, not currency. Favor via quest completion is limited by the fact that there is only a certain amount of favor to be obtained from a quest. Running it again won't produce any more. (A higher difficulty will but one run at the highest difficulty yields all the favor you'll get.)
Dec
23
comment Creating A Board Game AI
I would also look around for MahJongg strategies. It's not quite as closely related but it's still close.
Dec
21
comment Getting a black scene with XNA, what am I doing wrong?
The real culprit was I was setting it to opaque at initialization rather than in the draw loop.
Dec
21
comment Getting a black scene with XNA, what am I doing wrong?
@Vish: The alpha was a red herring--the real problem was I was setting it to opaque in the wrong place and it was being ignored.
Dec
18
comment Why are my polygons not opaque?
Thank you! I figured it was something simple I was not understanding.
Dec
17
comment Getting a black scene with XNA, what am I doing wrong?
You are right that I had the Alpha backwards but even with it set all the way up I'm still seeing through things nearly perfectly when it should be fully opaque.
Dec
4
comment XNA development tutorials
So many answers here for XNA 3.0, not 4.0