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bio website scott-franks.com
location Richmond, VA
age 24
visits member for 3 years, 4 months
seen 3 hours ago

14h
comment How to check the Intersection the line and triangle in 3D
@DOLBOEB Use the ray and then check to see if the distance from the origin to the collision point is within your segment.
14h
comment How to check the Intersection the line and triangle in 3D
possible duplicate of How do you determine which object/surface the user's pointing at with lwjgl?
2d
comment Best view for 2D Android game in Xamarin
@Storm I upvoted you so that you would be past Meta's stupid rep limit.
2d
comment What is a “2.5D” environment?
@JoshPetrie What? How does adding an example of where his understanding leads to ambiguity prevent the question from being generally useful? In this case (where the core question is perfectly valid but there is a minor amount of bloat caused by OP rather clumsily explaining himself) the question should be left open. If its a duplicate close it as a duplicate.
Oct
16
comment Concepts to store XNA textures
Do you need to ever draw the changes you make? If so then keep the texture objects around.
Oct
16
comment I want to do an ECS Game, what would be a good replacement for XNA
Off topic so voting to close. That being said there is an OSS version of XNA called MonoGame which is not "obsolete".
Oct
13
comment How can I get a 4x4 matrix from a bullet quaternion?
You obviously can't just copy and paste it in... this.elements wouldn't exist if you did so. Try instantiating an array of size 16 for the variable te.
Oct
13
comment Varying spritefont quality depending on string
How are you centering the text? Make sure your x,y are whole numbers and see if that resolves the issue.
Oct
11
comment Why do my Box2D bodies occasionally get stuck and separate forcibly?
How do you update/control the positions of the bodies?
Oct
9
comment ConcurrentDictionary as a main container for game objects?
You are constantly creating and destroying things. This creates garbage. The Garbage Collector (GC) spends time freeing this space. Creating and destroying things more quickly typically doesn't help performance compared improving your memory management so that the GC called less. You might want to look into pools or something similar.
Oct
9
comment ConcurrentDictionary as a main container for game objects?
From the times I've had to really optimize code if performance is enough of an issue that having optimally concurrent insertions and removals into a collection is impactful the number of GC calls is going to be a massive issue unless you have a huge memory allowance.
Oct
8
comment Perspective camera for 2D
Obvious solution being why not compute the scale value from the z-position? Don't pick your camera based on how you want to do scaling. Pick it based on the visual you want to achieve.
Oct
2
comment Is it Possible to create one equipment piece, and handle the manipulation programatically
Are you wanting something like Terraria or Starbound have? wscont2.apps.microsoft.com/winstore/1x/…
Oct
1
comment FPS drop after moved from Textures to TextureAtlas in LibGDX
Are you combining the textures into the atlas or are you simply having one texture per one atlas?
Oct
1
comment How can I avoid having many singletons in my game architecture?
Answers are not for addressing the comments they are for directly answering the question.
Sep
30
comment How can I avoid having many singletons in my game architecture?
This doesn't really help the issue. It's essentially lots of singletons merged into one giant singleton. None of the underlying structural issues are fixed or even addressed, the code still stinks its just prettier now.
Sep
29
comment How do I maintain game balance while promoting interaction between dead and alive players?
"How do I maintain game balance while promoting interaction between dead and alive players?" Requires an in depth knowledge of the game mechanics and is too specific and should be closed imo. @Crosscounter can you clarify? Additionally the answers seem to be answering the original question not the clarification. I think the question should be edited to focus on motivation and retention part. The balance part that has developed though discussion in the comments dilutes the original question and makes the answers seem off topic.
Sep
29
comment How do I maintain game balance while promoting interaction between dead and alive players?
@Anko Hmm didn't see that. The summary seems to clash with the content of the question though. Personally I think "How do you motivate players to be content with randomly selected roles that are often complex to play and differ drastically in playstyle (AND to stick around till the end of game)?" is a good question since it has a general enough scope and there should be solid psychology and history to draw from to create good answers.
Sep
29
comment How do I maintain game balance while promoting interaction between dead and alive players?
@Anko "How do you motivate players to be content with randomly selected roles that are often complex to play and differ drastically in playstyle (AND to stick around till the end of game)?" Until you changed the title the question seems pretty cut and dry. You seems to have read in a new question from his contextual information.
Sep
28
comment How can I make a swinging rope?
"If I create the rope solely from RopeJoints I get a nice swinging rope." The why not do this? The fact is RevoluteJoint are simply incapable of handling what you are trying to do with them. Each one tries to resolved the forces upon them individually and you get strange non expected behaviors. If you issue is you character acts unexpected when attached to a rope from RopeJoints you should edit your question to make that more clear.