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Apr
29
comment Procedural character animations. What is the state of the art?
I really don't think anyone does anything quite like NaturalMotion's physics-based animation system. You'll find that's the sort of thing that encapsulates years of rigourous work by a dedicated, specialised team. It is a highly specialised product. Best of breed, as they say. Hence the pricetag.
Apr
28
comment Is it a bad idea to “map” the mouse position on the screen so that collision detection works regardless of resolution?
...and indeed, generally speaking, modern hardware is designed for matrix operations through vectorisation architectures like SSE, NEON, etc. So it is the smart choice - you will save CPU cycles over non-vectorised approaches.
Apr
28
comment Couldn't all games avoid post-start loading?
"Load times are accepted by the users"? That's circular logic. A happens because A is accepted. There is no B!
Apr
27
comment Diamond-Square algorithm output is random and noisy
When I implemented DS for the first time, I made sure to make the process interactive so I could see exactly what was happening at each step, starting with the four corners of the entire space and working its way through each subsequent iteration. Modify data, modify vertices accordingly, rinse, repeat. I suggest you do this, as recursive algorithms can otherwise be difficult to keep track of.
Apr
27
comment How would I go about making a movement system like Mario Party?
This question is likely to be closed in its current format. I suggest you take this: "the major thing I can't figure out is how I should actually get the player to move after I click on the tile with the mouse button and have the player only move in a limited range" and make it the focus of your question, and remove all the waffling talk that distracts from this central point. We go for one question per post on this site.
Apr
27
awarded  c#
Apr
26
comment How to get an game object to instantiate lower than where It's created?
@SleepySleeper. Oh, it did work or you would not be able to compile your code at all. Your other problems are separate ones, and should be asked as new questions. I'm sure you'll get the help you need. GLHF.
Apr
26
comment How to get an game object to instantiate lower than where It's created?
If my answer helped you solve your problem, please hit the green checkmark to accept it. Thanks.
Apr
26
revised How to get an game object to instantiate lower than where It's created?
added 596 characters in body
Apr
26
revised How to get an game object to instantiate lower than where It's created?
added 596 characters in body
Apr
26
answered How to get an game object to instantiate lower than where It's created?
Apr
26
comment Procedural generation of evenly distributed random points (2d)
Watch Rune Skovbo Johansen's video on the topic.
Apr
25
accepted Signed Distance Fields: How are different colour channels used to improve output of sharp corners?
Apr
23
revised How to compute a transformation matrix that describes each position and rotation on a sphere?
deleted 101 characters in body; edited title
Apr
21
answered (Optimization) Efficiently discovering if a new day has been reached
Apr
21
comment (Optimization) Efficiently discovering if a new day has been reached
Is this native code? Or are you using a framework?
Apr
20
comment Mesh/Path reduction to simulate traveled path to target
I would say your best bet is to test / profile. I also have no idea just how much geometry you're looking at using? It may be a moot point if the vertex count is small enough.
Apr
20
comment Mesh/Path reduction to simulate traveled path to target
@Ivictorino To my mind, stencil buffer is a per-fragment op, and so will cost more on mobiles which are fill-rate limited... I could be wrong! (others please chime in) Option 1 & 3 are not much different - 1 has to reupload the mesh, and so does 2... from my time writing GL engine code, it's likely that Unity likely just re-uploads the whole vertex buffer for Option 3, even if you're only changing the UVs. But it depends how Unity organises the vertex buffer data: If it uses separate buffers for every vertex attribute (pos vs. UV), 3 could be marginally faster since we only upload UV, not pos.
Apr
20
revised Mesh/Path reduction to simulate traveled path to target
added 144 characters in body
Apr
20
answered Mesh/Path reduction to simulate traveled path to target