14,711 reputation
22567
bio website code.google.com/p/disjunction
location Everywhere
age 36
visits member for 3 years, 5 months
seen 4 hours ago

Arcane Ingenuity. On Twitter.

Disjunction Framework for C & JS.

For now, arcaneingenuity at gmail.

  • Algorithm design
  • Procedural world generation
  • Dynamic narrative
  • Rendering & Computational geometry
  • Tech: OpengGL, WebGL, C, JS, Unity, C#, C++, Java, HTML5, Flash, Box2D, PhysX, sockets, node.js.

Jul
7
awarded  Popular Question
Jul
2
awarded  Curious
Jun
12
answered How can I make permanent death in a MUD seem acceptable and fair to players?
May
24
comment How to solve the overlap between a rectangle and a circle that collide
Very important: is this physically accurate motion, or is it kinematic motion (i.e. controlled purely by player input, without momentum etc.)? -- This impacts on the answer in several ways.
May
23
awarded  Custodian
May
23
revised What is Windows' software rendering API?
added 198 characters in body
May
23
comment What is Windows' software rendering API?
+1 Very pertinent point about raytracing... Although strictly speaking, this is a comment, not an answer ;) Bear in mind for next time, or you may get downvoted by the angry, clamouring masses.
May
23
revised Seamless tilemap rendering (borderless adjacent images)
added 14 characters in body
May
23
revised Seamless tilemap rendering (borderless adjacent images)
added 641 characters in body
May
23
comment Seamless tilemap rendering (borderless adjacent images)
@AshleysBrain I have edited my question to make the issues with your current approach crystal clear.
May
23
revised Seamless tilemap rendering (borderless adjacent images)
added 641 characters in body
May
23
comment Seamless tilemap rendering (borderless adjacent images)
@AshleysBrain Non sequitur. I'm mystified by your statement. Please explain how increasing zoom by 10% increases fill rate by 10x? Or how increasing zoom by 10x does -- since viewport clipping would prevent more than 100% fill rate on a single pass? I'm suggesting you display exactly what you're already intending to -- no more, no less -- in what is likely a more efficient AND seamless fashion, by unifying your final output using RTT, a common technique. Hardware will handle viewport clipping, scaling, blending and interpolation at virtually no cost, given this is only a 2D engine.
May
22
comment Interpolation using a sprite's previous frame and current frame
What language/platform are you using? If it's Flash or JS, there are reasons -- and workarounds -- for timing inconsistencies like this one. Always tag your questions with language/platform, unless purely abstract or design-focused. It may well be that you don't need to do any extrapolation.
May
22
answered What is Windows' software rendering API?
May
22
revised Seamless tilemap rendering (borderless adjacent images)
added 189 characters in body
May
22
answered Seamless tilemap rendering (borderless adjacent images)
May
21
comment How do I implement space partitioning in entity component system?
@Quonux Small things amuse small minds, eh?
May
21
answered Why is mesh baking causing huge performance spikes?
May
21
comment AABB for a tile based world
@jackrugile Thanks Jack, but that's not within the scope of the OP's question, which is about AABBs == collision detection (not collision resolution). Feel free to ask a new question if there is something specific you want to know.
May
21
comment How to store and use different AI behaviours
@LudovicMigneault Ah, yes, I think we all have those discarded bits of code lying about that end up being very handy indeed later on. :)