3,448 reputation
11020
bio website
location Los Angeles, CA
age 37
visits member for 4 years, 2 months
seen Feb 17 at 18:17

I am a former video game developer who now makes enterprise software solutions as my day job and small game projects in my spare time.


Jun
11
comment How to know when a bullet has hit its destination in a game with a fixed timestep?
You can give that a try, there is certainly not a single answer for this. I just fear that would give odd side effects down the road. I would not want my bullets just vanishing mid flight at odd intervals.. Would make me start to wonder what was going on.
Jun
10
comment How to know when a bullet has hit its destination in a game with a fixed timestep?
@tieTYT If your bullets travel Instantly, then yes, whatever you are aiming at will be hit immediately and you can just show the impact there. However, it sounds as though the bullets take time to travel. If that is the case then you will not know for sure you hit something until the bullet travels and you have then collide with an object.
Jun
10
answered How to know when a bullet has hit its destination in a game with a fixed timestep?
Jun
10
awarded  Caucus
May
17
awarded  Enlightened
May
17
awarded  Good Answer
May
17
awarded  Nice Answer
Jan
5
awarded  Yearling
Jan
4
comment Compile-time checking for component-based, data-driven games
I see making an easy interface to access an attribute of an object via templates just a rewrite of what the basic C++ language gives you already with you having to write all the handling code.. like what you are doing above. It is all about finding the balance between as abstract as the language itself or tied down to a class hierarchy and where you want your code to be between them I guess.
Jan
3
answered Compile-time checking for component-based, data-driven games
Nov
27
comment Overriding component behavior
@Mitchell I guess we just will have to disagree then.. I have always seen components as something you tailor to the game/application in question. Sure you gather a nice collection of them over time depending on how many projects you use/reuse the system for, but the entire point of component system to me is to create more complicated objects out of simple and specific smaller objects.
Nov
20
comment Overriding component behavior
@Mitchell That all depends on the game really. If your armor is nothing more than extra health like in the old Doom/Quake style games then splitting these things apart would be a complete waste. Your components should match your environment and game.
Nov
3
comment Faster 2D Collision detection
@VincentPiel I think you meant to @ your comment to Cypher instead of me here. Anywho a quad tree is just a type of scene graph and you have to remember you are running at X frames per second. If you are noticing missed collisions then you need to adjust your range thresholds to better balance things out. My solution is just a very simple approach of making sure you only check things every frame that have a chance of being collided with and then doing background/limited updates on the rest to see if they qualify for a higher priority yet.
Nov
3
comment Faster 2D Collision detection
Yeah, a quad tree is just a type of scene graph really. I just always assume that people who are here want to write things themselves, not use someone else's library in which case why stop at a quad tree, just find a complete collision library.
Oct
31
answered Faster 2D Collision detection
Aug
2
answered Determine inventory item position shape
Jul
30
comment Physics System ignores collision in some rare cases
A common thing to look into for things like this is when the object gets either enough velocity or acceleration to completely pass through what it would collide with. I can not say this is what is happening here so I can not give this as an answer. You can check to see if the object was ahead of you and is now behind you then go through the dt in smaller increments to find out when and more precisely where it hit if this is the case.
May
11
comment C# Perlin noise - generating “endless” terrain chunks?
I thought Simplex was only faster in higher dimensions than 3 or 4 over perlin noise? That Perlin put together Simplex specifically to compensate for the higher dimension slow down his original algorithm ran into.
Apr
25
comment how to create a new game like pacman, snake, airplane fight game in C# with xna
@dennmat It may be a bit broad but so far I think it has produced two questions with some useful information in it :)
Apr
25
answered how to create a new game like pacman, snake, airplane fight game in C# with xna