8,780 reputation
2440
bio website mandible.net
location San Mateo, CA
age 32
visits member for 4 years, 1 month
seen Aug 22 at 15:00

Mar
28
comment Texture packing algorithm
Oops, thanks for the update - I've been reorganizing that project pretty seriously. Modified the actual post :)
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
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
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
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 :)
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.
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.
Jun
13
comment How to detect collisions in AS3?
Feel free to accept your own answer, btw :)
May
13
comment Splitting up duties for a card game server
Yeah, that all seems reasonable to me. If you'll already need to get incremental updates working, which you will, there's no reason to add an entire second update system without proving it necessary. And one thread per server, handling many games simultaneously, shouldn't present any problems - that's how most heavyweight servers work, from webservers to AAA MMORPG servers. Obviously you'll want to make sure the process doesn't crash :V but that just comes with the territory.
May
13
comment Game states affecting each other's objects
Yeah, I think it would be reasonable to make a distinction between "ingame cutscene" and "out-of-game cutscene". Even if the two aren't distinct, I think there's a clear distinction between a cutscene that moves ingame entities around, rendered with the ingame renderer, and a cutscene that plays a canned image/animation/music sequence. At the closest, those are two quite different parts of a "cutscene" - the ingame stuff could be handled via AI as I'm suggesting, the out-of-game stuff could be rendered via your existing game state system.
May
11
comment Anyone know of other unique playable archetypes?
@Lohoris, it's actually a shortening of Zorba the Hutt, Jabba the Hutt's father from Star Wars. (Only in the books.) I shortened it for EFNet many years ago and the shortened version stuck. So your misreading is actually reasonably correct :)
May
11
comment Anyone know of other unique playable archetypes?
It's always kind of funny when you see a post, and you think "oh man I have the perfect answer to this", and you go to look at the replies and the top answer is you from a year and a half ago, making exactly the post you were about to make.
Mar
26
comment Why are textures always square powers of two? What if they aren't?
"It's true you "waste" some space this way, but the extra space is usually worth it for the tradeoff in render performance." - About ten years ago I worked at a studio that was porting a PS2 game over to the XBox. While the PS2 doesn't technically support non-power-of-two textures, you can, in some cases, kind of force it to do so with a little clever manipulation and no speed loss. The XBox, on the other hand, completely did not support them. The end result is that despite the XBox having almost twice the RAM of the PS2, we had to downsample some of the textures in order to fit.
Mar
4
comment I have to make a game in 9 days. AHHH!
@Valmond, I think it depends on the game. One of the best week-long games I did ended up with absolutely no time for polish, I spent it all on level design. The main character was a deformed blob, the wall textures were repetitive, there was no background, it's one of the worst-looking and best-playing games I've made. I agree that half/half is a reasonable rule of thumb, but keep an eye out for violations of that rule.
Mar
4
comment I have to make a game in 9 days. AHHH!
@ktodisco, I'm not sure "polish" is needed, but "completion" definitely is. You don't want six half-finished games and nothing else. About degrees - my experience has been that few people in the game industry really care about degrees. Experience seems to dramatically trump 'em.
Feb
5
comment How does a game's frame rate change for each missed vsync?
As a quick note, keep in mind that this occurs only for double-buffered vsynched rendering. Non-vsynched rendering simply results in screen tearing, triple-buffered rendering is capable of arbitrary framerates up to the output device's maximum.
Feb
5
comment What is the fastest way to work out 2D bounding box intersection?
Two problems: first, division tends to be significantly slower than multiplication. Second, if the values involved are integers, this might result in some integer truncation issues (a.x = 0, b.x = 9, a.width = 9, b.width = 10: abs(0-9) < (9+10)/2, 9 < 19/2, 9 < 9, function returns false despite the fact that the boxes definitively intersect.)
Nov
6
comment What does an engine like frostbite look like in the early early stages?
Yeah, I was trying to give a summary of the engine side of things. In retrospect, I should have said "shading", not "texturing", but I didn't want to get deep into the minutiae of pixel shaders - as far as I'm concerned that's an implementation detail :)
Nov
4
comment Can Bullet Physics (or another 3d physics engine) use callbacks in my engine to check static geometry?
Note that you are both allowed and encouraged to accept your own answer if you've solved your own problem :)