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location Bavaria, Germany
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visits member for 3 years, 8 months
seen 5 hours ago

Mar
30
awarded  Critic
Mar
30
comment Do I need a company name to publish on Google Play?
I'm no lawyer, but actually publishing a game under that name (whether it's the product name, company name or whatever) should be enough to show that you used it first. It still won't make it obsolete to register the actual trademark, though.
Mar
29
comment Best logic to create and drop new gems in a Match-3 game
If I understood you right, you'd like to achieve something similar to the falling rocks in Boulder Dash?
Mar
27
comment How to make character gain acceleration?
And just to add, to make characters slow down on their own, you just have to add friction at some point: acc.x *= 0.99;. This way your character will lose some momentum the moment you no longer accelerate (in this case 1 % per update).
Mar
24
comment How does a developer ask for the rights to use a character?
Also mention your intended way of monetization (if any; also mention if there isn't any). Many right holders act differently. Some will allow things such as fan games without even requesting some kind of license or explicit permission. Others won't tolerate any third party to use their IP at all.
Mar
24
comment Clay Jam continuous path/tap
One tiny note: I think what you'd want for this effect isn't just bump mapping. It's normal mapping. With bump mapping you'll only get different absolute height offsets, but no information on the actual surface orientation (important for proper lighting).
Mar
23
awarded  Nice Answer
Mar
23
comment How do I make my SFML mouse position capture fast enough?
Not sure, some time this year. You could just grab the latest source off GitHub and compile it yourself. It's really quite trivial once you've got the prereqs (non-issue under Windows).
Mar
22
answered How can I introduce time pressure on the player's decisions?
Mar
22
answered How do I make my SFML mouse position capture fast enough?
Mar
12
comment Deterministic calculation in JavaScript
Not necessarily an exact duplicate, but definitely related: Elegant workaround for JavaScript floating point number problem
Mar
10
answered What does a Mesh consist of?
Mar
9
comment Why is my FPS computation yielding higher numbers than I expect?
To add one more thing: I'd consider it bad practice to have your render code linked 1:1 to your game logic updates simply due to the fact that once vertical synchronization is enabled (e.g. due to a driver override), your game updates might be capped at 60 fps even though the code should run at 100 fps. In a similar way, bad performance (like the game only being able to run at 20 fps) will significantly slow down your game as a whole (not just rendering). Even big AAA titles run into this problem from time to time, like last year's Need for Speed: Rivals.
Mar
9
comment Why is my FPS computation yielding higher numbers than I expect?
The initial code is perfectly fine. It just measures the number of rendered frames - not the number of logic updates. This change will limit both to the target framerate. Your FPS while dragging the Window will obviously increase, since the time passed will be longer than one second (the code won't continue running while you drag the window). To fix this, you'll have to divide the number of frames by the time elapsed for fps_timer.
Mar
8
comment problem of texturing in 3dsmax
Ah, that should work as you expected it to do. What kind of image format are you using? Or do you somehow paste the image through the clipboard? If so, the transparency might get lost in the process. Try saving the image as a PNG (or any other format supporting transparency) and then importing that into 3dsmax (haven't used it for ages; and even then it's only been some light version though).
Mar
8
comment problem of texturing in 3dsmax
Also, are there any ways to make the image be the shape of an eye instead of square? I'm not really sure what you're trying to achieve? Can't you just edit the image? Or do you mean you'd like some plasticity, e.g. some kind of normal mapping?
Mar
7
revised Delta times and frame lag in the game loop
added 1134 characters in body
Mar
7
answered Delta times and frame lag in the game loop
Mar
7
comment Delta times and frame lag in the game loop
Nothing wrong with that. The code is perfectly fine. But based on when you render the scene (e.g. 1 ms just before or after an update tick), you might skip updates. This isn't noticeable depending on your framerate and update rate. I'm going to expand on this in a moment.
Mar
7
comment Delta times and frame lag in the game loop
You can't really get rid of this completely. All you can do is take the leftover time in the accumulator (in this code adt) and use that to interpolate everything for the last two frames. So you'll essentially end up with one frame of lag, but it should appear smoother.