Stephen's user avatar
Stephen's user avatar
Stephen's user avatar
Stephen
  • Member for 13 years, 3 months
  • Last seen more than 5 years ago
  • Germany
9 votes

Auto-organized / smart inventory system?

8 votes
Accepted

Quad trees/grid based collision - putting logic into action

5 votes

Faking isometric graphics in a 2D space game

5 votes

'Binary XML' for game data?

5 votes

How do you know when you need C++?

4 votes
Accepted

Mismatch of Entity System and Savegames

4 votes

When I shoot from a gun while walking, the bullet is off the center, but when stand still it's fine. (Video Included)

4 votes

How is 2D lighting implemented?

3 votes

Is it possible to have vehicles with physics like GTA in an MMO game?

3 votes

Is Kip R. Irvine's claim of Assembly being practical for game development accurate?

2 votes

Beginning RTS game student project

2 votes

Collision Detection for 2D

2 votes

Why does this code work for a stationary object, but not a moving one?

2 votes

Data Structure to Represent Connections Between Countries on a Map

1 vote

Clean way to detect collision of object with box2d

1 vote

How to give delay in java

1 vote

Cyclic Dependencies

1 vote

Using idle time in turn-based (RPG) games for updating

1 vote

How to implement behavior in a component-based game architecture?

1 vote

How to combine tap and long hold gesture recognizers?

1 vote

How can I optimize a collision engine where order is significant and collision is conditional based on object group?

1 vote

Abstract Java game objects for Jython

1 vote

Splitting game into multiple standalone parts

0 votes

Including slick2d or slick-util in maven build?

0 votes

How can I provide attribute extensibility in a component-based entity system?

0 votes
Accepted

Multithreading in lwjgl getting rid of sleep.

0 votes
Accepted

Game programming books?

0 votes

Does it make the game more fun when the user is forced to progress through the levels sequentially rather than letting them pick and play?

0 votes

2D platformers: why make the physics dependent on the framerate?

0 votes

How can I support scrolling when using batched rendering for my tiles?