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visits member for 4 years, 1 month
seen 8 hours ago

Dec
2
comment How to avoid checking the same triangle twice in collision detection with spatial hashing
@ThomYorkkke Do you have any benchmarks?
Dec
1
comment How to avoid checking the same triangle twice in collision detection with spatial hashing
@Steven No, the only thing we can infer from the question being asked is that ThomYorkkke thinks it is important, possibly because he never actually questioned the assumption. It is a fairly common mistake to begin optimising before asserting the need to do so.
Dec
1
answered How to avoid checking the same triangle twice in collision detection with spatial hashing
Nov
30
comment Are completely dumb client multiplayer games feasible?
@KevinReid I tried playing a racing game and a shooter on OnLive, those games were unplayable. While they have been in business for years, they still haven't delivered the promised product.
Nov
21
awarded  Yearling
Oct
20
comment Add a Countdown Timer that increments in JavaScript and resets per level(Resovled)
Please mark an answer as accepted when your problem is resolved. If you don't think any of the answers deserve to be marked as accepted write your own answer and mark that.
Oct
19
comment Add a Countdown Timer that increments in JavaScript and resets per level(Resovled)
Try, and if you fail, post your broken code.
Oct
19
comment Add a Countdown Timer that increments in JavaScript and resets per level(Resovled)
You probably meant to write var timer = setInterval(tick, 1000); without a set of parentheses following the function identifier, as to pass the function reference rather than call the function and pass the result.
Oct
19
answered Add a Countdown Timer that increments in JavaScript and resets per level(Resovled)
Oct
1
comment Why is it bad to hard-code content?
@Byte56 I can't think of any other type of program that naturally include a large set of arbitrary but static data. While the same question may to some degree be relevant to other programs, games are unique with respect to the amount and purpose of such data.
Sep
30
comment What's the 'proper' way to get unit vectors?
@Stick Because Python is an interpreted language, so there is some overhead that is roughly equivalent to the number of commands executed. Internally Python use well optimised machine code, so the process of calculating the square root is not subject to this overhead.
Sep
30
awarded  Explainer
Sep
30
comment How do I make a JS game downloadable?
While there is a lot of useful info in this answer, the lead sentence is plain wrong. You can put game data in JavaScript files, modern browsers should be able to handle at least a few MB of JavaScript, and as long as you don't try to read the image data from a canvas there is nothing wrong with using image files either. Last time I checked, all the modern browsers allow the file:/// protocol to access localStorage, which works for saving. It will scale to do anything one can do in an HTML game, except online play.
Sep
16
answered Is moving entities between sectors of a grid spatial partitioning inefficient?
Sep
12
comment Standard key bindings for movement along three axes?
You actually have 6 degrees of freedom 3 movement, and 3 rotation. First you have to make clear exactly how you want to use each one of those.
Sep
6
answered Accessing the command line from in-game?
Sep
2
comment Why are gaming graphics not as beautiful as animated movies?
A point not to be underestimated. Rendering a fixed set of frames allow complete focus on just those frames, anything that cause an issue in an individual frame can be taken care of manually.
Sep
1
answered Using multiple strings within the path to Write to Text File
Aug
31
comment RPG Logarithmic leveling formula?
@ThePixelPony The experience of a given level will always be a range, as level should always be an integer there is no point in ceiling it, rather you can calculate the lower and upper XP bound by feeding the inverted formula level and level+1 respectively. Note that my answer use base e logarithm, the opposite of that is base e exponentiation, so you should do (Math.exp((level - constB) / constA) - constC).
Aug
9
awarded  Peer Pressure