11,630 reputation
22052
bio website code.google.com/p/disjunction
location London, United Kingdom
age 34
visits member for 2 years, 3 months
seen 2 hours ago
stats profile views 836

Freelance indie games developer: nick dot wiggill at gmail dot com

  • Algorithms & algorithm design
  • Procedural world generation
  • Dynamic narrative
  • Rendering & Computational geometry
  • Tech: OpengGL, Unity, Java, C#, C++, Flash, HTML5/JS, XNA, Box2D, PhysX.

May
12
comment Algorithm for exploring/filling grid map
And if you want to use something as simple as flood fill, but want to avoid dead ends, then maybe use some heuristic that prevents you from ever entering "narrow" areas (the definition of which is up to you). This will at least catch some cases, if not all, and may be good enough for the OP.
Apr
9
awarded  Popular Question
Mar
17
revised Voxel engine artifacts
added 51 characters in body
Mar
17
answered Voxel engine artifacts
Mar
4
awarded  Nice Answer
Feb
17
comment Movement on a curved planet surface
+1 Those trig functions will still cost you, but in terms of simplicity, collision reliability and overall performance, I would recommend this approach over using Unity's inbuilt physics.
Feb
17
revised What causes polygonal twitching in older games?
added 917 characters in body
Feb
17
revised What causes polygonal twitching in older games?
added 42 characters in body
Feb
17
answered What causes polygonal twitching in older games?
Feb
15
awarded  Yearling
Jan
9
awarded  Generalist
Jan
6
comment Component / Entity-based design => no inheritance at all?
@PhilipAllgaier. We are now drifting way off topic. I have long since answered your architectural question, yes? Do you want me to write all your code for you? Your implementation specifics are not our concern here; if you had posted a question asking for help with implementation specifics, it would have been voted on for closure by the mods, as such questions are not a good fit for the Q&A/knowledgebase format of this site. I'm sorry, but you're going to have to either accept this answer, or wait for other respondents. Asking question after question is for chat, or a discussion forum.
Jan
6
revised Component / Entity-based design => no inheritance at all?
added 24 characters in body
Jan
6
comment Component / Entity-based design => no inheritance at all?
Oh, it's deadly enough once you find out you were representing a structure as an inheritance hierarchy when you really should have been using composition. Because it can cost a lot of time.
Jan
6
comment Component / Entity-based design => no inheritance at all?
@PhilipAllgaier As I said in my earlier comment (which I since removed). You need to do depenency injection in your factory methods / classes, post-construction of your entity instances and all their required component instances, but before initialisation of key data values required at runtime.
Jan
6
comment Component / Entity-based design => no inheritance at all?
@PhilipAllgaier The point I was getting at in my editions to this answer -- particularly the final paragraph, was ultimately that no -- you don't have to check to see if anything exists. You should never be doing that. You should have received a direct reference to some other entity, back from some mechanism such as a faction list scan or a collision operation.
Jan
6
revised Component / Entity-based design => no inheritance at all?
added 53 characters in body
Jan
6
comment Component / Entity-based design => no inheritance at all?
@PhilipAllgaier Indeed. But I wanted to warn you about synchronisation issues. Question has now been edited. Let me know if that addresses your concerns.
Jan
6
revised Component / Entity-based design => no inheritance at all?
added 845 characters in body
Jan
6
comment Component / Entity-based design => no inheritance at all?
@PhilipAllgaier I am editing my answer, as I feel we are talking at odds.