ggambett
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 Dec 5 comment Divide rectangular image into fixed number of random sized rectangles + 1 fixed size rectangle You're welcome, happy to help :) Dec 4 answered Divide rectangular image into fixed number of random sized rectangles + 1 fixed size rectangle Nov 24 answered What is the difference between an API, Framework, IDE, and Game Engine? Nov 18 comment directional lightning `incident = lightPos`, then. You compute `incident` which is the vector from the light to the point - the direction from which the light hits the point in the surface. By definition, every ray of a directional light has the same direction (hence the name), so the incident vector at any point in the surface is the light's direction. Nov 18 answered directional lightning Nov 18 answered Multiplayer object interpolation Nov 17 comment Identity matrix, What does it really do? You're welcome! As for this question, taking a stab in the dark... could it be similar to why car wheels look like they slow down and start rotating backwards? See en.wikipedia.org/wiki/Wagon-wheel_effect, en.wikipedia.org/wiki/Stroboscopic_effect and youtube.com/watch?v=rVSh-au_9aM Nov 17 answered Identity matrix, What does it really do? Nov 16 answered what is order of implementation of matrix transforms? Nov 16 answered Calculate Distance Using Lifetime, Speed, and Time Between Ticks Nov 8 answered How do multi-platform games usually store save data? Nov 7 answered How to syncronize two animations without delays Nov 7 comment How does client-side prediction work? That's an interesting question. Unfortunately, I don't have a definitive answer. I guess it depends on how critical the movements are for the game; do you just bump into someone else and nothing happens? In that case server probably doesn't care, it's seen as a prediction mistake (we've all seen it happen in choke points, right?). Do you kill the other player on contact? In that case getting it right is much more important and may be worth resimulating.Note that at some point you need to discard some packets as "too old", otherwise you'd be resimulating potentially from t=0 at any time. Oct 10 answered Easing equations with moving end points Aug 11 comment Why is my client laggy despite 60 update packets a second? Are you sure you're getting the update packets at 60 Hz? There can be any number of reasons why you're sending them at 60 Hz but getting them late or batched or whatever. I'd start by verifying that. Aug 5 answered What's the minimum viable product to present a game to a publisher? Aug 3 suggested rejected edit on Real-time multiplayer game server development Aug 3 suggested rejected edit on Client side prediction on FPS game Aug 3 revised How does client-side prediction work? Updated link. Aug 3 revised Lag compensation with networked 2D games Updated link.