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2d
awarded  Announcer
Mar
19
awarded  Yearling
Feb
23
awarded  Notable Question
Feb
10
answered Libgdx Hud with two stages
Feb
9
comment Check if object is at position, then move player as close to object without colliding, or re-direct player?
You would need to run a pathfinding algorithm from the player's current position to your cursor's position. If your search space (your map) is very small, you can get away with something simple, like breath-first search. For larger spaces A* is recommended. Be aware that these algorithms work on discrete search spaces; if your game world is continuous (there is no grid, the player can move freely everywhere), then you will need to also look into navigation meshes.
Feb
9
comment Camera movement constrained to pixel boundaries
You want the camera to always be aligned at unit boundaries? (By "unit" I mean one pixel, one meter, etc.) Edit: It seems @JoshPetrie understands your question the same way.
Jan
30
awarded  Famous Question
Jan
16
comment How to render grid properly, especially over distance?
Or, instead of blurring the texture, wouldn't it be better to have a shader that blurs it depending on how far away it is from the camera?
Dec
28
awarded  Guru
Nov
28
comment How do I render my 3D game in ASCII art?
@Sata In reference to Kevin's comment that "[this] isn't quite how eyes work", here's a description of multiple ways to convert a colored image to greyscale: johndcook.com/blog/2009/08/24/…
Nov
28
comment How do I render my 3D game in ASCII art?
Simple solution that could work pretty well (+1). Now I'm thinking about implementing this effect myself.
Oct
24
comment How does one make games playable before they are fully downloaded?
Interesting use of some pretty advanced engineering. You should really write a blog post about this. :) How much did the machine learning techniques actually help? How well could they predict what files were needed?
Sep
27
revised Vertical Camera Movement in a 2D Platformer
edited body
Sep
27
asked Vertical Camera Movement in a 2D Platformer
Aug
5
awarded  Nice Question
Jul
24
awarded  Notable Question
Jul
21
awarded  Notable Question
Jul
20
comment How can I implement online high score in LibGDX?
The costs of having your own server for player stats are that it needs money for maintenance and you have to write both server- and client-side code. The costs of writing platform specific code are that you have multiple implementations that may not behave exactly the same.
Jul
20
comment How can I implement online high score in LibGDX?
Of course you can, but you should weight the costs and benefits of each option.
Jul
19
revised How can I implement online high score in LibGDX?
Corrected title