| bio | website | |
|---|---|---|
| location | Seattle, WA | |
| age | 42 | |
| visits | member for | 2 years, 3 months |
| seen | yesterday | |
| stats | profile views | 152 |
Software engineer and long-time dabbler in mathematics; 11th in the Putnams forever ago but I've long since atrophied.
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May 22 |
comment |
animating roulette ball @SethBattin I wonder if someone out there has given a homework assignment... |
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May 16 |
comment |
Gravity independent of game updates per second @user22241 'X' (and 'P' - I probably shouldn't have changed names!) just represents a position (in your case, actually the sprite's y position!); 'V' represents a velocity; 't' represents a time (and 'dt' the difference in times between frames, of course), and 'A' is the acceleration. |
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May 16 |
comment |
What's a good alternative to colored tiles to account for color blindness? As you say yourself, there are several different varieties of color-blindness, so the 'healthy' vs. 'color-blind' chart here really isn't helpful - it only shows what one possible form of color-blindness will look like. |
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May 16 |
revised |
Gravity independent of game updates per second corrected one piece of analysis I missed |
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May 16 |
answered | Gravity independent of game updates per second |
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May 14 |
comment |
Player ranking using ELO with more than two players By dropping the weight for multiplayer matches you're inherently saying that they're not as important to a player's rating as two-player matches are; essentially, you're saying that they're less representative of how good the player actually is. Magic does something similar to this with their tournament structure, where different levels of tournament have different K-values to represent how much weight they should be given in determining a player's rating. |
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May 14 |
comment |
Matrix represents same rotation with different euler angles From a practical perspective, the best way to fix this is to avoid Euler angles altogether; precompute a quaternion that corresponds to a 5-degree rotation about ox and just multiply your current orientation by that 5-degree rotation each frame. |
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May 14 |
comment |
Player ranking using ELO with more than two players I would be cautious about using an Elo-style system for games with more than two players, as many factors can conspire to make them less than pure games of skill - players ganging up on perceived strongest players, etc. If you mix scores from matches with different numbers of players I'd strongly suggest dropping the weightings (I.e. the '32' in the update formula for R) for games with more players. |
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May 6 |
comment |
How can I use remote playtesters? @Tetrad Agreed, but I imagine there are some universal principles at work, at least. (And as I noted, the games in question are turn-based board games, which constrains things a fair bit) |
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May 6 |
asked | How can I use remote playtesters? |
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May 6 |
comment |
What do I need to do legally to protect my game with copyright? @MarcksThomas I've revised the answer a bit, noting the implicit assignment of copyright and the benefits that registration accrues; hopefully this does a better job! |
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May 6 |
revised |
What do I need to do legally to protect my game with copyright? added a few small details on implicit copyright and the benefits of registration |
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May 6 |
comment |
Pygame: circular motion with Bresenham's algorithm (See en.wikipedia.org/wiki/Rotation_matrix for more details on rotation matrices). And I would store the position as float not just while it's in the region but all the time - it'll lead to cleaner updates. Generally I would just round-to-nearest, but how you convert from floating-point position to integer screen-space position is almost entirely up to you, and there are advantages to the different methods. |
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May 6 |
comment |
Pygame: circular motion with Bresenham's algorithm @rcs Not a stupid question at all! It's a very complicated matter. Essentially, I'm treating the RelativePosition as a vector from the region's CircleCenter to the position of the ball; this vector gets initialized as the region is entered, and then updated every tick while the ball is in the region. The 'update' is the two lines setting the x and y positions (and note that we update both x and y based off of the old values, then assign both over back to RelativePosition at once); those two lines are equivalent to multiplying by the 2d rotation matrix for rotation by ω*dt. |
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May 6 |
comment |
What do I need to do legally to protect my game with copyright? @MarcksThomas Thank you for speaking up! It's true that copyright automatically applies, and I should have noted that; but it's also true that registered copyrights are much easier to defend, which is really what I meant by the first paragraph - but not what I said. I'll revise this shortly to try and clarify the distinction a bit. |
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May 5 |
revised |
Pygame: circular motion with Bresenham's algorithm added 451 characters in body |
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May 5 |
answered | Pygame: circular motion with Bresenham's algorithm |
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May 5 |
comment |
What do I need to do legally to protect my game with copyright? Would whoever downvoted care to explain the reason behind it? |
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May 4 |
comment |
Does Java support OpenGL by itself? If I could upvote this multiple times I would. Very well-put and well explained. |
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May 4 |
revised |
What do I need to do legally to protect my game with copyright? grammar fixes and minor tweaks |