| bio | website | |
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| age | ||
| visits | member for | 2 years, 4 months |
| seen | Apr 18 at 8:14 | |
| stats | profile views | 68 |
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Apr 17 |
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Going from point a to b through a curve using “gravity” I see, thanks for all the answers. When I said gravity I meant a body attracting another. But yes, you're totally right. |
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Apr 17 |
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Going from point a to b through a curve using “gravity” Would you mind expanding a bit more the answer? I'm a bit thick right now :). |
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Nov 22 |
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New to CG shader programming, what program should I use to write and test them? Well, at this moment I'm using CG toolkit to compile, etc... what I would like to get is some kind of easy to use ide to have a realtime view of the shader, etc... As I said rendermonkey seems ok but it is from 2004 and I think it doesn't support CG. Any alternative? |
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Nov 19 |
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Good leaderboard and achievements provider for android and ios? support.openfeint.com/dev/welcome. Quote from the site: Please note that the OpenFeint service will be discontinued on December 14, 2012. |
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Nov 6 |
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Functional reactive programming (FRP) in games. Some doubts and thoughts Nice answer. Thanks for the insights. |
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Oct 19 |
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Sony PSM SDK's 2D game engine Thans a lot for the information |
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Sep 21 |
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2D character controller in unity (trying to get old-school platformers back) The first thing I read when I got into unity was that tutorial. The problem is that the control feel is pretty bad. This is why I wanted to find my own solution. On the other hand when you commen about using the Transform.Translate() it is not that easy to do slopes and other things. You must ray cast several times (2 or 3 for the floor, more for the direction your are moving depending on the hero size). For mobile devices raycast is not good, and less if yo ahve to do 5..n per collision detection iteration. Perhaps I could be wrong, but I don't think so. |
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Jul 20 |
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bmGlyph alternative for windows (Bitmap font generator) I think it isn't a duplicate. I have checked (roughtly) the applications that are exposed and they bitmap fonts but I can't use gradients or textures on every glyph. As I exposed this is really important to me because it gives a really nice look. |
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Jun 15 |
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2D character controller in unity (trying to get old-school platformers back) The problem of writting a custom one is that collision detection is lost. And it is not easy to rebuild it without using raycast (depending on the environment, etc... it could be a bunch of them). How do you handle this situations? |
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Mar 8 |
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Creating pixel art / animation with flash It seems this is what he is doing |
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Feb 22 |
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Creating pixel art / animation with flash I agree with you and I was a bit shocked when he told me he was doing everything in flash. The problem is that I don't know the workflow people using flash follows for this. This is why I was asking for someone with experience with it to let me digest my pal information. But I'm pretty sure he told me he was doing all the work inside flash. |
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Feb 1 |
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Collision detection between a bunch of AABB Sorry, I forgot to accept it. It is done now. |
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Feb 1 |
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Collision detection between a bunch of AABB Seems I have to try this, and it could work. Thanks. |
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Jan 31 |
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Collision detection between a bunch of AABB But wouldn't the problem I stated still exist? Or are you expecting that applying this forces over time bodies will be fully separated?. |
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Jan 17 |
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2D character controller in unity (trying to get old-school platformers back) First thing I don't like is that it is slow relative to usual rigid bodies with some ray cast. Knowing how to achieve it, I think I could do a more lightweight controller. Another problem is that being a capsule/sphere odd behaviour at platform edges (it can be solved with some more ray casts). This is why I want to roll my own. |
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Jan 17 |
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2D character controller in unity (trying to get old-school platformers back) Sorry for not commenting I knw there's a Character Controller in unity and that I have used it several times, but I don't like how it behaves. It is more suited for just FPS not a platform game where motion mechanics are one of the most importnat things. |
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Jan 16 |
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Good 2D Platformer Physics I know this is a pretty old answer but I have some questions on this. 1) How do you solve the "keep same speed whatever terrain slope you are on?" 2) If you're using a little circle for feet and a bigger circle for body, wouldn't the player get hung on edges some times? I'm really interested in your aproach. |
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Jan 14 |
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How would you design components for an entity like this? @James, thanks a lot for the link. Gonna have a lookt at it. |
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Jan 13 |
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How would you design components for an entity like this? Nice explanation. Anyway, I thikn I'm going to move to a more less general aproach and use this game as the transition to the real component system. Sometimes trying to do all 100% best at first is not possible. |
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Jan 12 |
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How would you design components for an entity like this? So, would you agree that if I have a soldier brain with its rules and I know it will walk, jump, shoot, etc... force the gameobject to have the components to accomplish this task, in this example MoveObject and Weapon Object is not a bad idea? I was searching for a system where you could plug out/in components without depending on the existence of others but it seems a really pretty dificult task and a little utopy. I will split funcionality between components but will let them to resolve dependencies and cache them. Not a great system but it should work. |