1,090 reputation
516
bio website
location Earth
age 29
visits member for 3 years, 1 month
seen Jan 27 at 10:05

Student (computer science)

I'm programming games in my free time.

After creating a Pong clone using OpenGL, I decided to take a bigger step and write a game that actually interests me. Which means I'll take several smaller steps before.

I'm currently writing a small tech demo to teach myself skeletal animation. Debug rendering the bones as lines works, now Ionly need to find out what's going wrong with my blender script. Probably exporting bones in the wrong space...


Jun
24
awarded  Yearling
Jan
27
comment How do I compute the point of a triangle-ray intersection?
realtimerendering.com/intersections.html has a bunch of intersection tests.
Jan
27
comment Creating non-rectangular hotspots and detecting clicks
You could use a vector program like inkscape to create the mask. This gives you the advantage of being able to create/edit the map from/with polygons & layers while providing easy export to e.g. *.bmp
Oct
27
comment Graph Isomorphism > What kind of Graph is this?
Brute force solution: generate all minimum spanning trees, then test whether two spanning trees are the same. Ofc, run time would be horrible...
Oct
17
awarded  Revival
Jul
23
comment How to manage maps in 2D MMO?
I often hear anxframework.codeplex.com mentioned as an open source replacement of XNA, but "what technology to use" questions are out of scope. Also, your second question is a possible duplicate of gamedev.stackexchange.com/questions/46228/…
Jul
23
comment How can I maintain a rectangular formation when units are added or removed?
In each iteration, one unit would be assigned (and thus doesn't need to be considered on further iterations), thus the runtime would be O(n!). Which, still, isn't very good. Then again, building a [optimisation structure of choice] and doing n range queries isn't fast either. Only thing I can think of right now is moving the last bots in a row to the back or filling the last places in a row with bots from the back.
Jul
23
comment What is an acceptable input delay?
Depends on the game/genre. In e.g. an FPS or RTS, input lag is inacceptable, while in e.g. a turn based game or tycoon or puzzle game it might not even be noticed.
Jul
23
comment How can I maintain a rectangular formation when units are added or removed?
You could always calculate the new positions, then move the closest bot to that position instead of doing a linear iteration.
Jul
23
revised How can I maintain a rectangular formation when units are added or removed?
added formula for offset when using non factorisable number of elements in a unit
Jul
23
answered How can I maintain a rectangular formation when units are added or removed?
Jul
23
comment How can I maintain a rectangular formation when units are added or removed?
You do realise that this won't work for prime numbers? e.g. with 7 bots, you'd have to make a 3x2 unit with a single bot in the back.
Jul
23
comment How can I maintain a rectangular formation when units are added or removed?
What is the maximum number of bots in a unit? If it's relatively small, you could hardcode how many rows and columns a formation has for a certain number of bots.
Jul
23
comment pause or freezing game screen
The pause function in a game is a typical use case for the en.wikipedia.org/wiki/State_pattern. Whether you implement a pause function as multiple gamestates, e.g. one for ingame, one for pause, or just a single boolean flag indicating the pause being toogled is up to you.
Jul
23
comment Calculating distance by force
Have you tried searching physics.stackexchange.com for related questions?
Jul
23
answered Second camera record and export to video file (Unity)
Jul
22
comment Calculate mipmap level in a loop with varying iteration?
What kind of effect are you trying to implement?
Jul
22
answered Procedural river or road generation for infinite terrain
Jul
22
comment Should I use text files for my save data?
Applying a simple cipher like en.wikipedia.org/wiki/ROT13 should be enough to keep the average user from editing the files. Everyone else probably knows what they're doing anyway.
Jul
22
comment Are frequent game updates a solution for preventing multiplayer cheating?
I know of a bunch of online games which rely on the same protection middleware. Said games are patching often, but are almost always hacked again on the same day the patch goes live, or one or two days later. While de.wikipedia.org/wiki/Security_through_obscurity does keep away the script kiddies, it doesn't do much against dedicated individuals with enough knowledge and time.