| bio | website | |
|---|---|---|
| location | Bavaria, Germany | |
| age | 30 | |
| visits | member for | 2 years, 5 months |
| seen | 3 hours ago | |
| stats | profile views | 44 |
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Jan 28 |
comment |
What is a reliable and easy way to build an AI? They don't, because their behavior is too simple (intentional). Even with an AI engine you wouldn't notice any difference. Closest to an "AI" would probably be the "Magikoopa" from Super Mario World, as they pick a pseudo random position where they appear, while being able to shoot the player, so there is essentially some decision making happening in background. But other than that, most enemies (in all games of the series) are either based on a few triggers or completely "dumb fire". |
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Jan 28 |
revised |
What is a reliable and easy way to build an AI? added 1 characters in body |
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Jan 28 |
comment |
Repeat texture in a scrolling game Look at the set U(V) coordinates, there's no repetition right now. |
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Jan 28 |
revised |
Repeat texture in a scrolling game added 531 characters in body |
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Jan 28 |
answered | What is a reliable and easy way to build an AI? |
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Jan 28 |
answered | Repeat texture in a scrolling game |
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Jan 26 |
answered | Heightmap VS actual model of environment |
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Jan 26 |
answered | How long would it take to learn c# if I know c++? |
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Jan 26 |
comment |
Filtering (e.g. Gauss blur) on seamless textures but without border artifacts? One layer will have artifacts around the outer borders, like [], while the other layer will have artifacts in the center, like + (due to moving the contents). Yet they'll still overlap at four points (so you can't just blend them there). I assume by "blend manually" you mean things such as deleting the areas with artifacts from the upper layer. |
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Jan 26 |
comment |
Filtering (e.g. Gauss blur) on seamless textures but without border artifacts? There'll still be some areas where you'll artifacts, i.e. where the borders of both layers (after correcting the offset) meet. |
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Jan 26 |
answered | Filtering (e.g. Gauss blur) on seamless textures but without border artifacts? |
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Jan 24 |
comment |
Horizontal scroll only part of the view Are we talking about limiting camera movement or are we talking about drawing some parts of the screen always at the same position (like UI elements)? |
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Jan 24 |
answered | How to handle “weapon slots”? |
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Jan 24 |
comment |
Is “forcing the user” to accept the terms an acceptable design in a smartphone/iPhone game? Is there some online account creation or anything similar? If so, you could just combine both things at once. Otherwise I guess just showing a box with the agreement is the "best" solution legal wise. Try to get a text that is as short as possible. Noone likes being greeted by a wall of text. I could even think of adding a short "TL;DR" section in front of the EULA so people can skimp through as well, making it less of an "oh my god, they try to spy on me or make me buy something". |
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Jan 24 |
answered | Is “forcing the user” to accept the terms an acceptable design in a smartphone/iPhone game? |
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Jan 23 |
answered | How to implement scene changing in real-time? |
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Jan 23 |
comment |
How to implement scene changing in real-time? It's no simple fading, they're animating the change with models morphing etc. |
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Jan 18 |
comment |
Why no night sky with realistic star constellations? Yes and no, there's a limited set of fixed star backgrounds based on the region you're in. On top of that layer they add adjacent solar systems (you can reach with local stargates) as additional stars. |
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Jan 18 |
awarded | Nice Answer |
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Jan 18 |
revised |
Why no night sky with realistic star constellations? deleted 39 characters in body |