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seen Jun 24 at 19:58

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.
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
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?
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?
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
comment Is Table the only layout that I can use in libgdx?
@11alex11 See the edit I made to my answer.
Jul
19
comment Is Table the only layout that I can use in libgdx?
@11alex11 Either choose HorizontalGroup or two Stage instances. But since your world doesn't move, the HorizontalGroup is a better solution because it's simpler. :)
Jul
18
comment How to gain visibility on the Play Store?
@PontusMagnusson I wasn't sure whether I should ask about marketing in general or about Google Play in particular. I picked the latter since there may be important particularities that I'm not aware of and also to avoid being flagged as off-topic.
Jul
18
comment How to gain visibility on the Play Store?
Do you have any YouTubers in mind? I know TotalBiscuit, but his focus is on computer games.
Jul
18
comment How to gain visibility on the Play Store?
@PontusMagnusson Yes, but how to connect? It's about as helpful to a marketer-wannabe to say that he should connect with his customers as it it to tell to a programmer-wannabe that he should tell the computer what to do. :P Both know that's what they should do, but they don't know how.
Mar
13
comment Entity/Component Systems in C++, How do I discover types and construct components?
@Coyote Thanks for pointing that out. There are Boost libraries (I think Serialization) that use mechanisms similar to what I described here. The difference is that they implemented them in a way that prevents unused static variables from being removed by the compiler.
Feb
4
comment How do I detect the intersection of a curve with itself?
Tell us something about how you represent data and the algorithm you use to draw new lines. Also, please post a picture of the kind of intersection you want to detect, I'm not sure I understand you perfectly.
Jan
31
comment Why should I use separate initialization and clean up methods instead of putting logic in the constructor and destructor for engine components?
-1 From me as well, for pretty much the same reasons as Kylotan. You don't make a very compelling argument, all this could have been done with constructors.
Jan
30
comment How would the entity system handle dependent components?
Here's an answer of mine from another question, that is also relevant here: gamedev.stackexchange.com/questions/23755/…
Jan
9
comment Using component based entity system practically
@kitsune Isn't that a good thing? Knowing the dependencies between components and having them explicit?