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Apr
13
comment Publish android game only for 800 x 480 resolution in portrait mode
Why would you want to do that? If your game doesn't work properly with other resolutions, fix it.
Apr
4
answered How can I store game metadata in a .png file?
Mar
29
reviewed Reopen Java : 2D Sidescroller Terrain
Mar
29
reviewed Approve suggested edit on OpenGL UseProgram() fails
Mar
23
answered Best mobile games resolution ratio
Mar
22
answered Should I use one thread per game object?
Feb
23
answered board game card spacial events handling
Feb
5
answered Can Neural Network play tic tac toe? Is this have any common sense?
Feb
1
answered Grid based Collision Detection between circles
Jan
25
comment How can I incorporate the path of a jump into my A* implementation?
@BlueRaja-DannyPflughoeft Every part of the process is trivial if you have done it right. We can argue about exactly how great the cost of A* is, it is or course going to vary between tasks and implementations, but it is there, always. @ ampit In this case every step cost 1 physics cycle, and therefore you can keep them ordered simply by sending newly created branches to the back of the queue. In other cases you are right that it may be more complicated. Dijkstra by the way is a breadth-first algorithm.
Jan
24
comment How can I incorporate the path of a jump into my A* implementation?
@amitp With Dijkstra you simply extend every branch by 1 iteration in every search step, when two branches converge/collide it is safe to assume that the newest branch is not faster that the older branch, and you can without further calculations drop the newest branch. With A* you use the heuristic score to determine what branch to extend next, so you have to keep the branches ordered by score. Doing this perfectly requires a search tree, which has O(log(n)) insertion complexity. Dijkstra doesn't need a similar order and therefore has O(1) complexity for the equivalent operation.
Jan
24
comment How can I incorporate the path of a jump into my A* implementation?
@BlueRaja-DannyPflughoeft Correction: It never searches more nodes. What you forget is that A* takes more time per node as it has to calculate the heuristic, check which path is fastest when a collision occurs, and not least keep a "scoreboard" of heuristic results. In the naive implementation you probably get a factor 5 to 10 slowdown for constantly updating a search tree. But if you realise that you can still get most of the benefits of A* with a lazy unordered approach you can probably get it down to around a factor 2.
Jan
24
revised How can I incorporate the path of a jump into my A* implementation?
added 164 characters in body
Jan
24
comment How can I incorporate the path of a jump into my A* implementation?
@ratchetfreak A* demands a minimum with the same unit as the optimization criteria, time in this case. You have to divide that distance by the maximum possible speed to get a valid heuristic. Though reading it again I do think my answer needs an adjustment.
Jan
24
answered How can I incorporate the path of a jump into my A* implementation?
Jan
22
comment How can I track both current and maximum values for a given statistic?
In programming and life in general there is no list of correct answers. If two options seem to both do the job fine there is a good chance that it actually doesn't really matter which one you choose. Save your worry for some real problems.
Jan
22
reviewed No Action Needed Universal Tween Engine: are accessor hierarchies possible?
Jan
13
reviewed Reject suggested edit on Bezier Curves for visual programming node connectors
Jan
12
reviewed Approve suggested edit on
Jan
12
reviewed Close What is a good game engine for .NET (or XNA) that does 2d, tile maps, and sprites?