| bio | website | mandible.net |
|---|---|---|
| location | San Mateo, CA | |
| age | 31 | |
| visits | member for | 2 years, 10 months |
| seen | May 16 at 0:46 | |
| stats | profile views | 308 |
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Apr 16 |
awarded | Guru |
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Mar 13 |
awarded | Guru |
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Feb 23 |
awarded | Nice Answer |
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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. |
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Dec 5 |
awarded | Enlightened |
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Dec 5 |
awarded | Nice Answer |
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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 :) |
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Dec 3 |
revised |
Finding shortest path on a hexagonal grid added 112 characters in body |
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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 :) |
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Dec 2 |
answered | Finding shortest path on a hexagonal grid |
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Nov 16 |
awarded | Good Answer |
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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. |
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Sep 6 |
revised |
Creating meaningful and engaging quests wrote an entire second segment |
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Aug 15 |
awarded | Good Answer |
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Aug 7 |
awarded | Enlightened |
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Jul 16 |
awarded | Yearling |
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Jul 11 |
comment |
How much is java used in 2d/3d indie games? (before/after Minecraft) It's not really any better at readability than any other language. Every language has its strengths and its weaknesses, and Java is no exception. |
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Jul 10 |
answered | How does sprite customization in 2D games work? |
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Jun 25 |
answered | FreeType2 Crash on FT_Init_FreeType |
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Jun 13 |
comment |
How to detect collisions in AS3? Feel free to accept your own answer, btw :) |