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seen Oct 8 at 23:47

Apr
13
awarded  Yearling
Apr
13
awarded  Yearling
Oct
14
awarded  Nice Answer
Apr
13
awarded  Yearling
Oct
13
answered What are the pros and cons of incorporating Lua into a C++ game?
Jun
3
answered Rotating a vector by another vector in shader
Jun
3
comment Determine animation frame from interval
@gajet Ahh, in that case your function is effectively random access, which means you'll have to search for your frame. Best thing to do is convert your time deltas in the source array into timestamps (by summing the lengths of all the keys before it), and then conduct a binary search to find the key at the given time. To deal with the time format, you can either multiply up the incoming 0-1 by the animation duration on the way into the function, or normalize the timestamps ahead of time.
May
22
comment Determine animation frame from interval
To expand on what Gajet wrote there, what he's proposing is that you keep track of two values: the current frame index and the time remaining until the next frame should be displayed. Each frame, you need to decrement the time remaining, and should that drop beneath zero, you increment your frame index by one and append the new time to next frame. The only thing missing is handling the case where enough time has passed to advance more than one frame. if(nextframe<0) should be while(nextframe<0) to deal with that.
May
19
answered How does one optimize an HTML5 Canvas and JavaScript web application for Mobile Safari?
May
19
comment When to roll your own game engine?
Agreed. As tldr: If you have to ask the question, you're much likely better off going with an existing engine.
Apr
20
awarded  Supporter
Apr
20
comment How do I replicate the warp effect from Geometry Wars?
Nope, I didn't describe how it would vary over time, so not a spring. I just described how to get the distortion shape you're after. Animating it in the GW style would require adding another factor up there, modulating i over time. Try implementing the whole thing and it should become clear to you that you can scale i to relax or intensify your effect. Pass a sine wave through that modulating value, or bounce it like a 1D spring and you'll effectively bounce the whole thing. Again, once you have a harness with a bunch of variables floating around, experimentation will be your friend.
Apr
19
answered How to model irregular boundary of a 2D map in Game?
Apr
19
answered How do I replicate the warp effect from Geometry Wars?
Apr
19
answered Designing for multiple screen resolutions and aspect ratios, target one resolution then scale to meet others or use normalized values?
Apr
15
answered Surface of Revolution with vertex shader
Apr
15
comment Clarification on the “game engine” notion needed
@Rushyo good point. I didn't notice that I'd sloppily dropped to just "engine" when I meant to say "game engine". I've fixed the two offending locations and added a clarification note.
Apr
15
awarded  Editor
Apr
15
revised Clarification on the “game engine” notion needed
Clarified usage of Game Engine vs Engine alone
Apr
14
comment Competing with C++ for games programming
Ah, but it's a fallacy that coding in assembly is faster: current chips are complex enough that it's difficult for a programmer to outperform a compiler consistently. Only in more constrained domains like SPUs on the PS3, inner physics loops and shaders on GPUs are there still clear advantages. C++ is indeed currently the sweet spot, with the caveat that OOP isn't always the best choice: the ongoing Struct of Arrays vs Array of Structs discussion isn't exactly a language discussion, but C++ clearly leads you to AoS naturally; Sometimes... you really just want C.