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visits member for 3 years, 10 months
seen Oct 21 at 14:15

Jan
29
awarded  Popular Question
Dec
26
awarded  Yearling
Jul
31
comment Physics System ignores collision in some rare cases
Not sure how decreasing the precision is supposed to help the situation?
Jun
3
comment Quake 3 Bot Programming Example
I think your best bet will be to start a thread about this at the Quake3World.com programming forums, where several knowledgeable modders still reside. quake3world.com/forum/…
Feb
25
accepted Level design: compute minimum time between two items for player traversal
Feb
23
comment Level design: compute minimum time between two items for player traversal
Great! This is exactly the sort of thing I'm looking for. I'll hold out to see what else gets posted. Interesting to see he used distance as a proxy for time. One thing I would be concerned about is that I'd like to apply this to deathmatch games, which involve actions such as speedups, rocket jumps, etc. which could decouple the link between distance and speed in a significant way.
Feb
23
comment Level design: compute minimum time between two items for player traversal
I know what you're getting at, and I think being able to view the various ways the time is affected by game entities and player actions could illuminate more interesting design opportunities.
Feb
23
asked Level design: compute minimum time between two items for player traversal
Jan
24
revised Collision 100% avoidance implementation
made the post an actual post
Jan
24
answered Collision 100% avoidance implementation
Dec
27
awarded  Yearling
Oct
28
awarded  Nice Answer
Oct
27
comment Should I continue studying OpenGL or just switch to DirectX to give me a better chance of landing a job in the game industry?
+1 for interesting insiders view of SYNC/CUE ;)
Oct
23
comment Polishing your game: how much is enough?
+1 for using pride as a metric
Oct
23
comment Is it safe to use Sleep() in game loop (on Windows)?
Worth mentioning, I think this would relate to "...if you wanted to reduce CPU usage...": nanobit.net/doxy/quake3/win__main_8c-source.html <-- relevant code begins at 01224
Oct
18
comment How can I implement framerate-independant updates?
+1 For Gaffer on Games article.
Aug
27
comment Is it possible to have concurrent collision detection where every entity acts at exactly the same time?
Not sure if we're on the same page about what "sequential" means in the context of a computer application, but iterating through a list of objects and updating their positions one after the other, then checking for collisions, is not a physically correct model.
Aug
27
answered Is it possible to have concurrent collision detection where every entity acts at exactly the same time?
Aug
25
awarded  Commentator
Aug
25
comment Need advice for 3D BSP based graphics engine
Don't have time for a full comment at the moment, but check out icculus.org/twilight/darkplaces/technotes.html and don't hesitate to hop on #darkplaces on irc.anynet.org and ask LordHavoc/others your questions.