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| visits | member for | 2 years, 3 months |
| seen | 9 hours ago | |
| stats | profile views | 60 |
Worked as a computer game designer and developer for five years. Most proud of Torquing!
Now working in other fields of software, but still aim to participate in the Java4k game contest each year.
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Sep 10 |
revised |
Time limit on puzzle games: yea or nay? added 154 characters in body |
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Sep 10 |
comment |
Time limit on puzzle games: yea or nay? @kamziro, what's your point? That hand-designed puzzle games don't have replay value? True to a point, but I don't see what it has to do with time limits (especially when you bear in mind that I'm arguing for time bonuses rather than hard limits). |
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Sep 10 |
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Time limit on puzzle games: yea or nay? @eBusiness, "because" seems to be defending some assertion, but I'm at a loss to know which. |
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Sep 10 |
answered | Time limit on puzzle games: yea or nay? |
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Sep 5 |
comment |
Easiest turn-base games you can think of? @Kramii, depends what you mean by "well". Give the squares different weights (corner is worth 20, square next to corner is worth 10, edge is worth 5, square next to edge 2, anything else 1) and use alpha-beta with a lookahead of 2 or 3 moves and random tie-breaking. It won't win tournaments, but it's challenging enough for a casual player. |
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Aug 26 |
comment |
Java collections and managing simultaneous operations / concurrency (java.util.ConcurrentModificationException) The first question has to be "Are you using multi-threading?" |
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Aug 24 |
answered | Java collections and managing simultaneous operations / concurrency (java.util.ConcurrentModificationException) |
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Aug 24 |
comment |
Java collections and managing simultaneous operations / concurrency (java.util.ConcurrentModificationException) Making a method synchronous doesn't give any guarantees about further calls seeing changes made unless the fields affected are volatile. (Besides which, the problem is likely to have nothing to do with threading). |
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Jun 15 |
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Java rendering performance bottlenecks @Max, no, games which are CPU-bound rather than GPU-bound might not perform as well as C++. Or they might perform better. The only way to get a definitive answer is quite expensive. |
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Jun 14 |
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Java rendering performance bottlenecks The bottleneck would probably be fill rate on the graphics card. |
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Jun 3 |
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Are game programmers aware of all the physics derivatives? What kind of game? Text adventures don't require you to know that there's such a thing as physics. Good pinball simulators require you to handle nasty collisions. |
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May 31 |
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find control point on Piecewise quadratic Bezier curve Cross-post from math.SE. @Bezier Guy, this is considered bad etiquette because it increases the chances that someone will spend time coming up with an answer unnecessarily - because they can't see that you already got the same answer elsewhere. |
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May 29 |
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Best pathfinding algorithm for a tower-defense game? @Mathias, A* may be industry-accepted to be good enough, and it may be that many people in the industry haven't heard of better pathfinding algorithms, but they do exist. I've had to implement an extension of A* which uses two heaps when A* wasn't good enough for a game I was developing. However, Gajet is correct to point out in a comment to another answer that breadth-first search may be the most suitable algorithm in this particular scenario. |
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May 27 |
comment |
Best way to create bullet-proof counter How is the show going to go on while the DB is down? Your gaming servers aren't going to be pulling the messages out of the message queue, are they? |
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Apr 30 |
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Is it legally possible to make a clone of the game? patents have limited lifetimes. Monopoly is unchanged for far longer than patents last, so it's certainly patent-free. |
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Apr 20 |
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How can I get my meshes to work with Bullet Physics? I never got the hang of the Blender interface. Sorry, can't help there. |
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Apr 20 |
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How can I get my meshes to work with Bullet Physics? Based on what you've said there's a bug in the bullet physics engine. It's possible that one of us is misinterpreting something and the bug is actually in the model loading library. Either way, something is segfaulting rather than detecting an error and handling it gracefully. Not good in release mode (although I'm sure some game devs would argue that speed is more important); unacceptable in debug mode. |
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Apr 20 |
answered | How can I get my meshes to work with Bullet Physics? |
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Apr 14 |
answered | Kepler orbit : get position on the orbit over time |
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Apr 11 |
comment |
A ball hits the corner, where will it deflect? @meriton, I saw the "area of impact" and assumed that it was two figures rather than one. All clear now. Thanks. |