| bio | website | marksverbiage.blogspot.co.uk |
|---|---|---|
| location | Reading, United Kingdom | |
| age | 38 | |
| visits | member for | 2 years, 8 months |
| seen | yesterday | |
| stats | profile views | 54 |
Experienced developer; I use stuff like MySQL, perl, work on pretty large systems.
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Apr 1 |
answered | Approaching syncing between client and server, in a Tower Defense game |
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Mar 28 |
answered | Javascript board game: looking for optimization |
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Mar 12 |
answered | Can you use well known buildings in your game? |
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Mar 7 |
answered | Sending high scores to a web server in an open source game |
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Mar 7 |
comment |
Optimising out tiles outside of viewport Erm, yes. Calculate the minimum and maximum x and y coordinates visible, and only draw the tiles within those limits. |
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Mar 7 |
comment |
Optimising out tiles outside of viewport You don't need spatial partitioning to cull a uniform grid. |
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Mar 5 |
comment |
Implementing a camera on HTML5 canvas? For culling, definitely do the simplest thing which works. It doesn't need to be perfect. |
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Mar 5 |
comment |
Implementing a camera on HTML5 canvas? I used the first approach and used the context translate method. You will definitely need to reset the canvas transformation each frame, for example, using ctx.setTransform(1,0,0,1,0,0) (identify). calls to translate() are cumulative. |
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Mar 4 |
comment |
Game library for 2D animation JS browsergame I would strongly recommend using a Canvas instead of DOM elements. You might initially write more code, but in the long run you will have fewer problems. |
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Feb 28 |
revised |
Receiving keyboard events on a canvas in Javascript edited tags |
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Feb 28 |
answered | Receiving keyboard events on a canvas in Javascript |
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Feb 13 |
comment |
Javascript - create a new bullet instance every time a user event is triggered -1 for Pool, it's a premature optimisation. You probably don't need it ever and definitely don't need it yet. |
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Feb 13 |
comment |
Javascript - create a new bullet instance every time a user event is triggered Yes, but you'll also need to draw all the arrows each frame, and remove arrows from the list when they're not needed any more. Removing things is often more challenging than adding them, because you need to do it in a safe way while iterating the list. |
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Feb 11 |
comment |
PHP and Javascript/HTML5 Collaboration It's my opinion - it would be easier for the Javascript code to determine its own server address (i.e. its own server) than to try to distribute the right IP address in each case. Yours might be different. |
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Feb 11 |
comment |
How to split login and game logic when writing servers? YAGNI: you aren't going to need it. Don't implement a premature optimisation. Login sounds like a very trivial part of the game, splitting it is unlikely to give any benefit; once your game has enough users that you care (you should be able to support 1000s of users on a single server, with others only for redundancy), you will be able to hire some software engineers who understand this kind of thing. |
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Feb 10 |
answered | PHP and Javascript/HTML5 Collaboration |
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Feb 8 |
answered | Can Simple Direct Media Layer be used with WebGL? |
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Feb 4 |
answered | Is it good to sort objects list before every rendering? |
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Jan 29 |
awarded | Nice Answer |
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Jan 28 |
answered | Best way to store NPCs, Monsters, Shops, etc for JavaScript game? |