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Dec
15
revised What is an efficient 2D line-segment-versus-triangle intersection test?
implement test for touching and overlapping in addition to intersecting
Dec
15
comment What is an efficient 2D line-segment-versus-triangle intersection test?
@Graviton: Okay, it should now work for exactly touching, too.
Dec
15
revised What is an efficient 2D line-segment-versus-triangle intersection test?
implement test for touching
Dec
15
comment What kind of project management should a solo developer project use?
1) yes, yes, yes and yes; I really hope no one ever tells you not to use a VCS.
Dec
15
answered Finding the angle of a line given 2 other lines
Dec
15
revised What is an efficient 2D line-segment-versus-triangle intersection test?
added 350 characters in body
Dec
15
answered What is an efficient 2D line-segment-versus-triangle intersection test?
Dec
15
comment Why do PC versions of games have different memory-related cheats than console versions?
Oh there is definitely some hardware limit being reached by the inventory somewhere, maybe because of suboptimal list parsing, or worse. I used to collect massive amounts of items in cupboards on the PS3 version of Fallout 3 and it made the game unbearably slow.
Dec
14
revised Does the linear attenuation component in lighting models have a physical counterpart?
comment on usefulness
Dec
14
revised Does the linear attenuation component in lighting models have a physical counterpart?
added 158 characters in body
Dec
14
revised Does the linear attenuation component in lighting models have a physical counterpart?
explain negative radius
Dec
14
answered Does the linear attenuation component in lighting models have a physical counterpart?
Dec
14
awarded  Announcer
Dec
14
comment 2D Planet Gravity
In addition to the Gaffer on Games article you absolutely need to read this Codeflow article! Runge-Kutta does not look like your best bet here.
Dec
14
comment Does the linear attenuation component in lighting models have a physical counterpart?
I don't think that can be true. Light travelling through a medium would be attenuated by 1/d in the R coordinate, and still by 1/d^2 in the theta and phi spherical coordinates. What you describe is therefore a 1/d^3 attenuation of the light intensity.
Dec
14
comment What is the game development market shifting towards?
Note that some other really growing languages are GLSL/Cg/HLSL and OpenCL/CUDA.
Dec
14
revised How to create adjustable formula for RPG level up requirements?
reformat output to use fewer lines
Dec
14
answered Character bouncing off ground due to gravity
Dec
13
answered Why do computer games differ so much in size?
Dec
13
awarded  Citizen Patrol