| bio | website | byte56.com |
|---|---|---|
| location | Oregon | |
| age | ||
| visits | member for | 2 years |
| seen | 2 hours ago | |
| stats | profile views | 2,750 |
I work full time at a big security software company, when I'm not doing that I'm developing my first game: Age of Goblins. I keep a development blog at www.byte56.com and you can follow me on twitter.
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May 16 |
awarded | Good Answer |
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May 16 |
answered | How to animate a destruction of a model? |
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May 16 |
answered | How to draw a circle with WebGL using GL_POINTS |
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May 16 |
comment |
Artificial player evaluation As the creator of the game, don't you know when a player is good at it? |
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May 16 |
comment |
What are the best UI middleware solutions for iOS games? There's no universal "best". Which technology to use questions are not a good fit for the Q/A format of the site. They just generate a list of responses without any correct answer. See the FAQ about what types of questions to ask here (and what not to ask). |
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May 16 |
answered | Get distance between the edge of screen and a moving sprite |
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May 16 |
comment |
make a sphere rolling on a roulette mesh stop at predetermined place +1 It's hard to be random and deterministic, fake it. |
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May 15 |
comment |
In general terms, how does a peer-to-peer game model work? You can edit the question however you like. Title and all. |
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May 15 |
comment |
In general terms, how does a peer-to-peer game model work? Your title asks about client-server, the body asks about P2P. What exactly is the problem you're facing? |
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May 15 |
comment |
OpenGL parsing normals from obj gets shading wrong Of course the methods will be similar, you're trying to do the same thing. Anyone that wanted to write their own parser could also look at the many other examples you've seen. It's just my opinion, the question will only be closed if four other people agree. I can say that you're probably not getting an answer because you've posted so much code. You may want to reduce the code samples you've provided to only include the problem area. If you truly have no idea where it could be, you probably need to review your code some more and learn what it does. |
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May 15 |
awarded | Enlightened |
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May 15 |
awarded | Nice Answer |
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May 15 |
comment |
Where to put input detector? True enough, I've modified the answer to fit with Touch instead of Keyboard. |
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May 15 |
revised |
Where to put input detector? deleted 182 characters in body |
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May 15 |
comment |
Ignoring collisions without using physics layers Ignoring collisions can easily be done by responding to a collision by doing nothing. Collisions without a collision response is the same as ignoring the collision. If you're able to decide what to do when a collision is detected, that's all you need. Just decide to do nothing. |
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May 15 |
comment |
Ignoring collisions without using physics layers possible duplicate of Ignore collisions with some objects in certain contexts |
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May 15 |
revised |
Where to put input detector? added 1059 characters in body |
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May 15 |
comment |
How to prevent the “Too awesome to use” syndrome Maximum level cap to use the item, time limit on the item, limit the number of these one-shot items they can carry. |
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May 15 |
reviewed | Reject suggested edit on What should I know to start in game development? |
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May 15 |
comment |
Algorithm behind targeting mechanism used by the player characters in Bionic Commando and Just Cause What's the "'Bionic arm targeting' problem"? The algorithm is the same as any targeting system in 3D, cast a ray out and see what it hits. The hook is just using the physics engine to apply force between the two objects. |