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Dec
21
comment Is this a viable architecture for lag compensation?
Bear in mind that the clients must only get partial updates from the server. No client should have knowledge of the other players’ actions, only of their visible results.
Dec
20
answered Help finding time of collision
Dec
19
comment Collision detection between triangle and polygon
You probably want the separation algorithm, but are you aware that most games use simple hitboxes rather than complex polygon collision detection?
Nov
26
answered DirectX Quaternion SLERP Wrong Answer?
Oct
30
revised Why is Euler integration sometimes preferred over RK4 even if RK4 is more accurate?
edited title
Oct
28
awarded  Nice Answer
Oct
26
comment Hexagon collision detection for fast moving objects?
@LuisAlves yes and no… all the logic works, but you’ll have to replace vB-vA with g(t)-f(t) where f and g are A and B’s positions over time. Since this is no longer a straight line, you’ll have to solve a box — parametric curve intersection problem.
Oct
25
comment How do I calculate distance between a point and an axis-aligned rectangle?
@BitNinja yes, that’s what the question assumes. If it’s not axis-aligned, the fastest/simplest algorithm will depend on how the rectangle information is stored.
Oct
21
comment Should I have multiple small textures or a single big one?
Maybe try both and measure the performances?
Oct
16
awarded  Nice Answer
Oct
15
answered List of 3 letter English words to disallow from entry for public kids game
Oct
9
comment C++ Visual Studio Sprite Animation Function only setting values for certain Rect structs in SDL
You seem to be loading the file into playerTextureRight but call setClips with argument playerSpriteSheet. Did you check your variables?
Sep
30
awarded  Explainer
Sep
15
revised Unity3D - How to tessellate 2D sprites?
typo
Sep
13
comment glm direction vector rotation
The length of the cross product of two unit vectors is the sin() of the angle they form, so it will be a unit vector only if the two vectors are orthogonal. In general you need to ensure your quaternions are normalised, but in the case of angleAxis() the function takes care of it.
Sep
12
answered 2 component unit vector
Sep
10
answered glm direction vector rotation
Aug
9
answered How do I get rid of this coloured border on my sprite?
Aug
5
awarded  Revival
Aug
4
answered Integration error in high velocity