| bio | website | mootgames.com |
|---|---|---|
| location | Edinburgh, United Kingdom | |
| age | 34 | |
| visits | member for | 2 years, 5 months |
| seen | 2 days ago | |
| stats | profile views | 36 |
Student at the uni of Abertay Dundee, doing games tech.
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Dec 25 |
awarded | Yearling |
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May 21 |
accepted | Blending Two different animations |
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May 20 |
asked | Blending Two different animations |
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May 20 |
accepted | Does Unity Pro Play Nice With 'Small' Teams |
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May 14 |
comment |
Does Unity Pro Play Nice With 'Small' Teams @ashes999 Yeah, unfortunately because they have todo it on their own before hand, it means they wont. |
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May 14 |
asked | Does Unity Pro Play Nice With 'Small' Teams |
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Apr 6 |
revised |
How to avoid game objects accidentally deleting themselves in C++ added 116 characters in body |
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Apr 6 |
answered | Optimizing graphics for an iOS flash game |
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Apr 6 |
answered | How to avoid game objects accidentally deleting themselves in C++ |
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Apr 5 |
comment |
How far do I take Composition? blog.terava.info/past/2011/1/4/game_object_inheritance_in_cpp If you are using C++ this is a relatively simple/elegant solution. |
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Apr 4 |
comment |
Newton Game Dynamics: Making an object not affect another object I realise its to much to send, so much is a balancing act. Its a cheap hack, but if the debris is light enough and the tank dense enough, I doubt there would be any change in the tanks behaviour. And you wouldn't need to send the data across the network, other than maybe the explosion that caused the debris in the first place. |
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Apr 4 |
comment |
A* PathFinding Poor Performance @RedShft I would have thought that the Manhattan heuristic would be fine for that size. For problems like this I'd benchmark portions of the code. |
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Apr 4 |
comment |
Newton Game Dynamics: Making an object not affect another object Firstly I don't think debris would do much to a tank if you've modeled the physics correctly. I think this might get ugly fast. What happens if the debris is under the tank? should the tank move up over it? Would that get sent across the network? I haven't used NGD before, so this might not help, we had a collision and response method for a game, for things like this the response was just direction and energy no interaction with health etc. |
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Apr 4 |
comment |
How do I find the angle required to point to another object? How far off is the angle wrong? Is it simply a case that you have the coordinate system wrong? Also is your camera give you world space rather than screen space coords? |
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Apr 4 |
comment |
A* PathFinding Poor Performance @RedShft How far are the distances are we talking about? And how big is the map? A* does slow down the further you get from the target, one game I did I kept the search to only a certain number of searches, mostly this looked ok, sometimes the npc would wonder into a corner, but I thought it added to the realism. |
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Apr 4 |
answered | How do I generate a random curve for landscape (like Worms)? |
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Jan 18 |
asked | How can I profile and debug my usage of D3D10? |
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Dec 25 |
awarded | Yearling |
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Dec 23 |
awarded | Commentator |
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Dec 23 |
comment |
How do you calculate if a line is facing a curve? I don't have any concrete examples but you could try treating the line as a ray, and if the ray intersects the curve then its facing towards. |