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Aug
24
awarded  Autobiographer
May
7
comment Why is the root of the character rig the pelvis?
@TobiasB Yes, the pelvis is the only child of the root. Why do you think the skeleton is not continuous (I don't really know what that means, actually)? The root-pelvis bone is just like any other. It's useful to have a point that never moves within the character's frame of reference, which is what I use the root at (0, 0) for. The pelvis is usually not perfectly stationary: it goes up and down when running, it wobbles when standing idle, etc.
May
7
comment Why is the root of the character rig the pelvis?
From a game development perspective, wouldn't it make more sense to have the root of the whole skeleton be at (0, 0) (that would be on the ground)? The rest of the skeleton would be as you describe, with the pelvis being the only child of the root and all other bones attached to the pelvis. This is how I do it and it makes the code easier to write since I only need to position the player at the correct position on the ground and not have to worry about how high his pelvis is.
Apr
24
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