8,099 reputation
11635
bio website perludus.com
location Corvallis, OR
age 53
visits member for 3 years, 11 months
seen 8 hours ago

Interaction/Software Design Engineer at Hewlett Packard.

Game development background in coding, game design, level design, and user interface/usability. Also 3d modeling if required.

Worked with Valve Software for a few years when the mod team I was part of (Day of Defeat) got bought.

Spent 13 years working on oceanographic research ships developing software for real time data acquisition, display and management.

Computer Science degree that's so old I can say I have taken a class in Cobol :)

Have presented at GDC and other conferences on the use of games, game technologies and game concepts for non-entertainment applications such as education, simulation and visualization.

See my website for various posts, screens, etc.


Oct
2
comment How can I create a stretchy, breakable pizza cheese material?
Clearly, you need to go do more research. As in buy FRESH pizza and mess with it :)
Sep
30
awarded  Explainer
Aug
18
comment How do I find the closest points(thereby forming a polygon) enclosing a particular point?(see image)
No answer, but that's an interesting problem!
Aug
4
comment Setting up a camera to make the world look large
I would say the FOV is the same. A tiny person still has the same FOV as a tall person, no?
Aug
4
answered Setting up a camera to make the world look large
Aug
1
comment Determining a sensible gear-like hierarchy for a series of connected objects
There are no parents or children - only neighbors. One real challenge here is that you might be able to map what's touching what, but the issue is deciding if it's actually a feasible configuration. You might find that a gear has two neighbors, both of which are moving. The two neighbors have to apply a matching action onto the shared gear - ie, both making it spin at the same speed, and in the same direction.
Jul
25
comment How big should my tiles be for tilemaps?
In fact it is not a matter of personal preference. See answer at gamedev.stackexchange.com/questions/6678/tile-sizes-in-2d-games for an analytic answer to this somewhat subjective question.
Jul
25
comment How big should my tiles be for tilemaps?
See my answer at gamedev.stackexchange.com/questions/6678/tile-sizes-in-2d-games for an analytic answer to this somewhat subjective question.
Jun
25
comment Should I assign a unique ID to individual units of game currency?
I love the idea of a game that actually allows for counterfitting of coins. There would be a whole market just for spells and items that could detect them, and of course a whole counter-market of "not detectable" forgeries! Also, there's the potential of having a "Where's Zork" website...
Jun
11
answered Without using a pre-built physics engine, how can I implement 3-D collision detection from scratch?
May
7
answered How can I support different screen resolutions without scaling the sprites?
Apr
27
comment Making a cube follow my finger in Unity2d?
Check out a library for the Processing language called PeasyCam at mrfeinberg.com/peasycam/#about. Yes, it will not work directly in Unity, but the source is available and it should show you how it works. Also it will give you a good demo of how this can be done.
Apr
20
answered Is it a good idea to imitate the same name of app to gain number of downloads?
Apr
11
revised Preventing Collusion
added 72 characters in body
Apr
11
answered Preventing Collusion
Apr
10
comment Preventing Collusion
Note to self - this is not about physics and bad spelling ;)
Apr
10
reviewed Approve suggested edit on
Apr
10
reviewed Approve suggested edit on
Apr
3
comment What is a reasonable terminal size across Linux distributions?
Ah and the /8 is about an 8 pixel tall font character. Its all about the pixels and font rez if you dig deep.
Apr
3
comment What is a reasonable terminal size across Linux distributions?
VT100 and such terminals were before the PC and CGA. VT100 came out in '78. Think about the fact that you've got 200 pixels height on that CGA. 200 / 8 = 25, so you can't really get a nice "24" out of it. Numerically and computationally, there was probably some nice reason for 320x200 as opposed to 320x198 (24*8).