| bio | website | blackcompanystudios.co.uk |
|---|---|---|
| location | Edinburgh, United Kingdom | |
| age | 34 | |
| visits | member for | 2 years, 10 months |
| seen | yesterday | |
| stats | profile views | 164 |
Run a games development studio in Edinburgh, specialising in small scale prototypes, outsourced software support, and tools and process improvement.
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Mar 13 |
answered | Determining if removal of a voxel will break up a group |
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Mar 13 |
comment |
Algorithm to see if two voxels are interconnected @BramVaessen That said, you only need to traverse external voxels. Those entirely internal to the group (i.e. fully surrounded by other voxels) can be ignored from the path-finding, because you know that both sides of the recent disconnection lie on the edge of the group. That should massively cut down the number of nodes you need to traverse. |
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Mar 13 |
comment |
Algorithm to see if two voxels are interconnected @BramVaessen Breaking up distinct groups at runtime is somewhat harder than joining them, since you have to prove a negative (that no other links still exist which join two groups). First stage is identifying the adjacent voxels which were connected directly through the voxel going away and now must be connected if at all. Then you are really looking for paths between those two voxels. As soon as you find a path, any path, between them, you know the group is still whole. But if you don't find one, you can't stop until you've traversed every single voxel to eliminate it. |
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Mar 13 |
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Algorithm to see if two voxels are interconnected @BramVaessen An algorithm for determining hub voxels isn't as tricky as all that - you could simply use an AABB centred at each existing hub voxel. Then as you add voxels to the set, if a new voxel isn't within the AABB of any existing hub voxels, but is still connected to the same group, then make that new voxel a hub. |
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Mar 13 |
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Algorithm to see if two voxels are interconnected @NeilG I was specifically trying to find ways around a per-voxel cost, assuming that voxels are cheap (a flag or bitfield indicating their presence or absence) and plentiful, meaning a per-voxel pointer or even a per-voxel group ID would massively increase their cost |
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Mar 12 |
answered | Algorithm to see if two voxels are interconnected |
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Jan 29 |
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Resource Files creation and quick parsing As I say in the answer - keep your composite file system ignorant of the meaning of the files it's managing, store metadata for each asset (usually in an index at the start of the file), and be aware of the complexities of how you address assets within that file (e.g. grouping assets into subdirectories, allowing search, etc.) It's worth looking at RIFF for an example of how assets of intederminate (even unknown at the time the composite file code is written) type can be packaged into a backwards-compatible / versioned stream. |
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Jan 28 |
answered | Resource Files creation and quick parsing |
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Dec 18 |
awarded | Nice Question |
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Dec 5 |
awarded | Good Answer |
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Nov 19 |
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can it be done with 2D engine or is it real 3D? Given that 1001 isometric titles from the 8 and 16-bit eras managed it just fine without 3D chips, I think the answer is an obvious yes. If you want a useful answer, then I suggest you rephrase your question to be "How do I determine draw order for isometric 2D including height?" |
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Oct 20 |
awarded | Enlightened |
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Oct 20 |
awarded | Nice Answer |
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Oct 9 |
awarded | Nice Answer |
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Sep 24 |
comment |
returning correct multiTouch id You're certainly right to point out the problem with the inconsistent usage of id / i, but this problem won't be solved until the purpose of the ID is clearly understood (see my answer below) |
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Sep 24 |
answered | returning correct multiTouch id |
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Sep 2 |
awarded | Nice Answer |
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Jul 26 |
comment |
Online leaderboards for iPhone games Worth noting now that OpenFeint has been subsumed into Gree, which is a far more elaborate bells and whistles platform than OpenFeint, and seems to be centred around their virtual store. For me at least, that's reason to go back to just using Game Center, and something else Android specific if you want cross platform support. |
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Jul 22 |
awarded | Yearling |
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Jul 17 |
answered | Map with 20 million tiles makes game run out of memory, how do I avoid it? |