8,553 reputation
2340
bio website mandible.net
location San Mateo, CA
age 32
visits member for 3 years, 9 months
seen Apr 18 at 13:47

Mar
28
comment Texture packing algorithm
Oops, thanks for the update - I've been reorganizing that project pretty seriously. Modified the actual post :)
Mar
28
revised Texture packing algorithm
deleted 33 characters in body
Jan
5
comment Implement an upper FPS limit in the gameloop
Huh. Perhaps things have changed since the last time I tested. Well, that's why we test :D That said, if your'e not outputting the actual updates as well, you should do that - it may be that the sleeping-longer solution is getting less than the target framerate.
Dec
31
comment Implement an upper FPS limit in the gameloop
On Windows, at least, Sleep(0) means "give up whatever is left of my timeslice, but come back to me ASAP". There's no guarantee that the OS comes back instantly, and in my experience, it usually won't. The danger of giving a larger number is that the OS will not return until at least that much time has passed, and sometimes until significantly more than that much time has passed. In my empirical testing (years back), Sleep(0) provided almost the same CPU reduction that your suggestion did, with significantly better responsiveness. Of course YMMV :)
Dec
31
answered Implement an upper FPS limit in the gameloop
Jul
16
awarded  Yearling
Apr
16
awarded  Guru
Mar
13
awarded  Guru
Feb
23
awarded  Nice Answer
Dec
17
comment Optimal sprite size for rotations
This isn't a helpful answer, but I read over the question, said "Oh, that's easy!", went to write an answer, frowned, read it again, and then thought about it really hard for a few minutes before concluding that it is not, in fact, easy. That said, my gut instinct is "twice the resolution on each axis is either perfect or definitely-good-enough", but I don't have any evidence for this. Finally, I suspect this depends dramatically on the downscaling kernel you're comparing against - a simple pixel-averaging kernel may be easy to analyze and replicate, but a Lanczos kernel may prove impossible.
Dec
5
awarded  Enlightened
Dec
5
awarded  Nice Answer
Dec
3
comment Finding shortest path on a hexagonal grid
@PandaPajama, there's another interesting trick you can use - you can use the non-jagged representation for coordinates, then abstract the backing for your data storage behind something that uses the "jagged" method. I've found the coordinate system of non-jagged is far easier to deal with but of course once it's abstracted away, the backend can do whatever it likes to make things efficient :)
Dec
3
revised Finding shortest path on a hexagonal grid
added 112 characters in body
Dec
3
comment Finding shortest path on a hexagonal grid
I'm saying that your rendered image doesn't have to bear much resemblance to the internal structure. I'm suggesting that internally you use N S E W and NW/SE, but you display it to the user as if it were a grid. Attaching an explanatory diagram to the original reply :)
Dec
2
answered Finding shortest path on a hexagonal grid
Nov
16
awarded  Good Answer
Oct
15
comment Does an inventory limit in an MMORPG make sense?
Much of game design is about interesting resource management. With the exception of shipping cargo around in Puzzle Pirates and Eve Online, I've never found WoW-style or Diablo-style inventory management to be interesting . . . mostly frustrating.
Sep
6
revised Creating meaningful and engaging quests
wrote an entire second segment
Aug
15
awarded  Good Answer