| bio | website | |
|---|---|---|
| location | Melbourne, Australia | |
| age | 28 | |
| visits | member for | 2 years, 2 months |
| seen | 6 hours ago | |
| stats | profile views | 27 |
Hi - how's it going?
My name's Chris, I'm a developer from Melbourne, Australia. I work for a large Australian retailer developing in-house software solutions.
I'm super passionate about all things coding, especially in the web development space.
My preferred languages include:
- PHP
- ActionScript 3
- The HTML/JS/CSS stack
- mySQL
|
Apr 3 |
accepted | How to add a sound that an enemy AI can hear? |
|
Apr 2 |
comment |
How to add a sound that an enemy AI can hear? @Tim Holt - good point, I wasn't thinking along those lines |
|
Apr 1 |
comment |
How to add a sound that an enemy AI can hear? I like the idea of a ray cast, but I don't know if that would account for sound passing through different types of walls. For example, a small foot step sound wouldn't pass through the wall, but the sound of a gun firing would. But in this case I don't know if ray casting would sort out those situations |
|
Apr 1 |
comment |
How to add a sound that an enemy AI can hear? Hmmm sounds really good. I also agree with @Hackworth about keeping it simple. The immediate sound was such a 'penny has dropped' moment the minute it was mentioned. I have started reading about Dijkstra's algorithm, but just to confirm, it can include weighted nodes to adjust for different types of walls? |
|
Apr 1 |
awarded | Yearling |
|
Apr 1 |
comment |
How to add a sound that an enemy AI can hear? The goal is to have many 'stupid' agents following your sounds around walls and what not. |
|
Apr 1 |
asked | How to add a sound that an enemy AI can hear? |
|
Dec 12 |
accepted | What graphic is Final Fantasy 6, Chrono Trigger, Alundra, etc |
|
Dec 12 |
accepted | Implementing jumping and heightmaps in 2D RPG/Adventure style games? |
|
Dec 4 |
comment |
Implementing jumping and heightmaps in 2D RPG/Adventure style games? Awesome first post! So you would just have an extra 2d data array on top basically? |
|
Dec 4 |
asked | Implementing jumping and heightmaps in 2D RPG/Adventure style games? |
|
Sep 11 |
accepted | In FPS's what is the primary reason for unused ammo in a removed magazine returning to the ammo pool? |
|
Sep 5 |
comment |
In FPS's what is the primary reason for unused ammo in a removed magazine returning to the ammo pool? I don't want to change the topic, but I have worked with the F88 Steyr which is the Australian version of the AUG, and the F89 Minimi which is the Australian version of the SAW, and can say both behave as expected - the exception being that there are no stoppages. I'd be interested in why you 'loled' |
|
Sep 5 |
comment |
In FPS's what is the primary reason for unused ammo in a removed magazine returning to the ammo pool? It's not exactly the same, although I do understand what you're getting out, you don't want to have to goto the virtual toilet either, or even eat and drink - but the weapon system does tie into existing systems |
|
Sep 4 |
asked | In FPS's what is the primary reason for unused ammo in a removed magazine returning to the ammo pool? |
|
Sep 2 |
awarded | Scholar |
|
Sep 2 |
accepted | Can world depth be achieved in a side scroller? |
|
Aug 23 |
asked | Can world depth be achieved in a side scroller? |
|
Jun 28 |
comment |
Easy road from DisplayObject to Molehill? Really interesting question |
|
May 27 |
comment |
What graphic is Final Fantasy 6, Chrono Trigger, Alundra, etc I can see what you're saying but it doesn't really come up with much when google imaged. That doesn't mean it's wrong, but let's see what comes up |