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bio website olhovsky.com
location Toronto, Canada
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visits member for 3 years, 6 months
seen Sep 17 '13 at 22:51

The Big O.


Jul
3
comment Timer not going off
I upvoted this question because it is clear, and has a concrete answer. The question could be on-topic on stackoverflow, but it is also on-topic here, as the asker is using XNA. We have the answer here, and programming topics often overlap with SO, so I don't think that we should be marking questions about people who are programming a game as off-topic.
Jul
3
comment Component-based entities without IDs?
@Paul: If an entity has an ID, you don't have to be aware of the particular subtype that the object has, only the type that it derives from (assuming the parent type contains the ID). This doesn't break polymorphism in any way. So I don't understand what you're trying to say in the last sentence of your question. The "problem" you've identified with the use of IDs is not really a problem. Perhaps that is one of the causes of downvotes?
Jul
3
answered Game Sound Effects Availability
Jul
3
comment Casting ray from 2D to 3D
As Crowley9 pointed out, this answer only explains the part of the ray projection that results from having a perspective view. It's a nice explanation of that part though :) In order to be a complete answer, it really needs to at least mention that the ray will point in some direction that is defined in part by the rotation and position of the camera, as the camera could be placed anywhere, and face any direction!
Jun
30
comment How to do smooth sprite movement on WP7 XNA
3nixios: Good point. If sprites are not moving, then you actually don't want sub-pixel rendering. Sub-pixel rendering means that color will be added to several pixels around the pixel location, to give the appearance of a pixel "between" hardware pixels, instead of coloring just a single hardware pixel. So a sprite will be slightly blurred if you place it between hardware pixel positions. That said, the question is about moving sprites -- which will almost certainly look better with sub-pixel positions unless they are moving very, very slowly.
Jun
30
comment How to do smooth sprite movement on WP7 XNA
bearcdp: What perceived blur from snapping to pixels? Sub-pixel rendering will look better when sprites are moving.
Jun
30
comment How to do smooth sprite movement on WP7 XNA
You mean a Vector2, and yes. And to make sure that the floating point coordinates in the Vector2 struct are not being rounded to an integer value!
Jun
30
answered How to do smooth sprite movement on WP7 XNA
Jun
30
comment XNA and C# vs the 360's in order processor
"you lose out to the garbage collection" -- Actually the "garbage collection" is only a small part of the reason that C# code is slower on the XBOX. On the desktop, the managed environment is the reason that C# code can often be faster than C++ code, unless you spend significant time optimizing the C++ code relative to the time required to code in C# on the desktop. On the XBOX, such benefits are lost due to the XBOX 360's security software which is designed to prevent code from being modified, and to the .NET Compact CLR.
Jun
24
comment Real Time Dynamic Pathfinding?
+1. I'm not sure why that got downvoted. Although this is simple, and possibly not the answer that the asker was looking for, I think it's on-topic and I found it useful :)
Jun
11
comment Question about Monster Rancher/My Brute generators
How can something that is publicly on display count as a trade secret?
Jun
11
accepted Write to one channel of R16G16 texture on Xbox
Jun
9
revised Question about Monster Rancher/My Brute generators
clarified what the question actually is.
Jun
9
revised XNA Framework and looking around relative to the world instead of camera?
added 19 characters in body; added 24 characters in body; added 69 characters in body; added 182 characters in body; added 61 characters in body
Jun
9
comment XNA Framework and looking around relative to the world instead of camera?
3nixios: See this question about gimbal lock that is similar to my answer's method. stackoverflow.com/questions/1225377/will-this-cause-gimbal-lock
Jun
9
comment XNA Framework and looking around relative to the world instead of camera?
You can't gimbal lock with this setup. I'm storing yaw and pitch as floats from which a new matrix is created each frame. Gimbal lock can occur in the askers setup, where he uses a single matrix, multiplied by new transformation matricies over and over. My answer avoids that problem.
Jun
9
answered XNA Framework and looking around relative to the world instead of camera?
Jun
9
suggested suggested edit on Question about Monster Rancher/My Brute generators
Jun
9
comment Question about Monster Rancher/My Brute generators
I think that the question is particularly unclear to some because they aren't familiar with Monster Rancher's monster generation system. en.wikipedia.org/wiki/Monster_Rancher#Monster_Generation Coupled with the fact that the asker referenced the question title without making that explicit (I hate it when people do that by the way).
Jun
9
comment Question about Monster Rancher/My Brute generators
I notice that someone downvoted this. I think that people are often concerned about copying another game, and I think it's worth answering that they should not be worried. That said, the question could certainly be clearer.