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seen Nov 18 at 9:16

Nov
18
comment What makes a game look “good”?
@ChrisC: See my previous comment. I don't think you should conflate realism of presentation (subject of this post) with realism of imitation (which drives the UV effect). Sure, they're both very loosely speaking about how the mind conceives of the perceived environment, but that's where the commonalities end. UV is specifically about something non-human trying to look human.
Nov
18
comment What makes a game look “good”?
@uliwitness: No, I don't think so. The uncanny valley is something else; it's about about robots looking like humans. What I'm talking about is the realism of the artistic presentation. For example, you can have real human characters (not robots) in a comic book, and even though they don't look like photographs, we have no trouble building a mental image of the scene with real humans. And 3D games have been having weird, off-looking human models forever, but that's never uncanny -- that's just bad looking.
Mar
20
awarded  Guru
Jul
23
awarded  Yearling
Jan
28
awarded  Good Answer
Jan
18
awarded  Yearling
Jan
18
awarded  Nice Answer
Jan
17
comment What makes a game look “good”?
@IsaacFife: I was also thinking of several open-source game remakes. Open-source games often have enthusiastic programmers, but very few artists. So the maths is all there, but the look and feel is awful.
Jan
17
awarded  Teacher
Jan
17
answered What makes a game look “good”?
Nov
15
comment Finding direction of travel in a world with wrapped edges
@crazy: Look up "torus" on Wikipedia...
Nov
15
comment Finding direction of travel in a world with wrapped edges
Think of each coordinate as living on a circle, and figure out the shorter of the two possible distances for each coordinate individually.
Oct
1
comment How to rotate blocks in tetris
If you're only rotating by multiples of right angles, then this should be fairly basic. Just draw a few diagrams, and you should be able to figure out an integer solution.