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Jan
30
comment How can I randomly spawn circles on a screen but make sure they don't overlap?
How can one know that the algorithm will not loop forever?
Dec
26
comment Method causes OutOfMemory error
@Milen because TriggerSpecialCubeAbility uses a GameObject; I have no knowledge of how Unity classes can be extended, so I suppose you could create a CubeGameObject class, add hasBeenTriggered there, and change the TriggerSpecialCubeAbility prototype, which would be more type-safe.
Dec
24
comment Is Flash (Flash/Flex/AIR) a still maintained technology (either officially / 3rd party) suitable for Web Player (linux) and mobiles?
As a Linux user for 20 years, I don’t even think Flash has had a present on Linux. It’s always been lagging terribly behind the Windows port in terms of performance.
Dec
24
comment OpenGL Face Order
How did you set up your depth buffer?
Dec
24
comment How to avoid cost comparison each and every frame?
This site is about real world problems that game developers have. You should really accept to ignore the problem, or you’ll just be getting overengineered answers that are not helpful to anyone else.
Dec
18
comment Distance between two lines (textbook answer vs practical application)
can the downvoter please explain what was not clear in my answer, maybe?
Nov
2
comment How can I compute the common points when spheres intersect?
@wrangler they are just temporary variable names, to make the whole thing slightly more readable. They do not mean anything in particular.
Oct
24
comment How do I efficiently check if a point is inside a rotated rectangle?
Do you have many points, or do you have many rectangles? That’s the first question you should ask yourself before you try to optimise such a small task.
Oct
21
comment Get all points of a parabola
In all honesty I think there’s a mistake somewhere in your code, because I’m pretty sure about the maths. To render the graphs I used Gnuplot with the following commands: paste.debian.net/317369
Oct
18
comment Get all points of a parabola
Double check your code. sqrt() should return 0.912870929175277, not 0.92582009…
Oct
18
comment Get all points of a parabola
Ah, but then Cy is smaller than Ay and By, so it’s no longer a “jump” above an object. If your Y axis goes downwards, you’ll need to use k = -sqrt(…) instead of k = sqrt(…). Also, check your code, because with the formulas above you should get k=0.912870929175277.
Oct
17
comment Get all points of a parabola
Please be more specific. Give the values for Ax, Ay, Bx, By, C.y, and what you get for k, u and v. Otherwise it’ll be difficult to tell what’s wrong.
Sep
4
comment What happens if I make more than $100k with the free Unity license?
I'm voting to close this question as off-topic because you’d better ask a Unity salesperson directly.
Jul
24
comment How do I lerp between values that loop (such as hue or rotation)?
@GustavoMaciel having checked the code again, it’s actually extremely safe and works exactly as it should even in the corner case you describe.
Jul
24
comment How do I lerp between values that loop (such as hue or rotation)?
@GustavoMaciel that’s not “most cases”, that’s one very specific corner case that just never happens in practice. Also, there is no division by zero, check the code.
Jul
20
comment Why is the drag force multiplied by the inverse normalised velocity vector?
But you can’t do it component-wise; this is only valid for linear operations, and the in the drag formula makes it non-linear. Just compare the results you get with v = [1 0 0] and with [0.8 0.6 0]. Both these vector have unit length, but your method will give you 30% less drag with the second vector.
Jul
7
comment Correct way to integrate scaled axis angular velocity into a quaternion
“Both approaches produce a rotation” really? The second method does not produce a unit quaternion in general, but since you say it’s from a reputable source there must be a lot of missing information in your question.
Jun
15
comment Transform Matrix multiplication order
The confusion comes from the fact that you are talking about local transformations (where the frame remains linked to the object), whereas the transformations described here happen in world space (where there is only one fixed reference frame, the world). Conceptually, your way of seeing things is valid, and it is equivalent to applying transformations in reverse order.
May
16
comment Finding which tiles are intersected by a line, without looping through all of them or skipping any
possible duplicate of How do I generalise Bresenham's line algorithm to floating-point endpoints? (the question isn’t actually about Bresenham)
May
5
comment Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
I have posted the code. Maybe refresh the page? But, anyway, your stubbornness is hopeless and your objections indicate that there are too many things you don’t understand and you should either read about them or trust the people who do. If after so much information has been given to you, you still “don't need to measure”, well you’re just not the kind of person I want to help; hopefully my answer can still be useful to someone else. Have fun!