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location Seattle, WA
age 43
visits member for 3 years, 1 month
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Software engineer and long-time dabbler in mathematics; 11th in the Putnams forever ago but I've long since atrophied.


9h
comment Calculating ball trajectory in Pong
(Note that you probably want to scale velocity by time-since-last-frame when adding it to the point; v=dP/dT becomes deltaP = v*deltaT.)
Apr
11
answered What do gameplay programmers do?
Apr
11
revised Infinite 3D Cave in Unity
Added a bunch of pseudocode
Apr
10
comment Infinite 3D Cave in Unity
+1 especially for the 'no right way' comment (though I will have to slightly disagree: there are many, many wrong ways...)
Apr
10
comment Infinite 3D Cave in Unity
(Incidentally, if you want pseudocode for this approach let me know; I had to do something much like this at a previous job, so I wound up working out all the little details.)
Apr
10
answered Infinite 3D Cave in Unity
Apr
10
comment Which Unreal Engine 4 project files can I ignore in source control?
FWIW, when I was working with UE3 we also had our game project within the core UE source tree, and my impression was that this is SOP. I'll almost guarantee that you'll need to do engine mods as well, and it's much easier to keep track of everything if you consider UE+Your Game as a single 'entity'.
Apr
9
comment How can I calculate “All squares within R” in a natural looking manner?
@ClassicThunder I strongly recommend against building a filled circle that way - it's surprisingly difficult to guarantee that you won't get 'holes' in the fill and some pixels will definitely be hit more than once. Instead, use the midpoint algorithm (or similar) to determine (for instance) the X-bounds for each scanline of the circle, and just loop over all the pixels from one end of the scanline to the other.
Apr
9
comment How can I calculate “All squares within R” in a natural looking manner?
@RavenDreamer To be fair, it wasn't entirely clear what algorithm was being used for the sample pictures. Note that if you go much larger than the circles in your examples, you'll start to see problems on the diagonals, since while 1.5 is a pretty close approximation to sqrt(2)~1.414, it's not quite exact, and you're still measuring with 'square' steps (45 and 90 degrees) instead of measuring 'as the crow flies'. In the limit, I suspect you'll find that your shapes become octagonal.
Apr
9
answered How can I calculate “All squares within R” in a natural looking manner?
Feb
28
comment Carve river beds into existing 3d procedural generated terrain
Why do you not want to do this during the creation of the terrain? More to the point, why do you believe that this isn't fundamentally part of the creation of your terrain?
Feb
28
comment Is having a master builder object a bad idea?
Is there any reason this is on gamedev.SE instead of StackOverflow? I don't see anything in this question other than 'personal project' that relates to games at all...
Feb
25
awarded  Yearling
Feb
10
comment How do I avoid A* pathfinding lists exploding?
FWIW, you have more than enough data here to try and walk through the code yourself - if it literally never stops loading items into the list then you're somehow failing in your logic of never loading an item that's already in an open or closed list, and you should be able to step through with a specific example in mind to see why it's adding a point it should never be able to add.
Jan
8
comment Exists a dedicated non-O(n²) Algorithm for avoiding to have overlapping elements?
This question makes very little sense. Why can't you use other RNG algorithms? Why can't you use the algorithm you know works and is fast?
Dec
13
answered calculating step length with dividing a number that returns digits after the decimal point
Oct
31
comment Need ideas for an algorithm to draw irregular blotchy shapes
(Also note: the fact that these shapes are so close to symmetric is an artifact of (a) the coefficients of the second and fourth harmonics being so small, and (b) the phases of the first, third and fifth harmonics - how much we displace the theta values - being so close, at .468, .464 and .443; most 'blobs' won't have nearly this much symmetry about them.)
Oct
31
revised Need ideas for an algorithm to draw irregular blotchy shapes
Added more explanation and more images
Oct
31
answered Need ideas for an algorithm to draw irregular blotchy shapes
Oct
28
answered Slerping rotation mirrors