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visits member for 3 years, 3 months
seen Jun 5 at 21:50

May
26
awarded  Yearling
May
20
comment Making particles accelerate toward a mouse point
@concept3d I think he means that the particles don't stop when they reach the point where the mouse cursor is located, but keep moving (and accelerating) beyond that point.
Dec
2
awarded  Popular Question
May
13
awarded  Nice Question
Apr
6
awarded  Popular Question
Jan
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awarded  Popular Question
Sep
15
comment How to code UI / HUD in Entity System?
This is also what Adam Martin says in one of his posts or comments on t-machine. The ES is a solution for a specific problem. It can and should be used together with more 'traditional' solutions for other aspects of the game(engine).
Sep
11
comment Achieving more fluent movement
This is a short answer but most probably the right one. Threading seems like trying to treat the symptom instead of the disease. Since your lagging doesn't seem connected to your FPS it's most likely a fault in your loop (thus threading won't fix it, no matter your settings). Also the video feels like it's the game loop, since I've seen it before while I was learning how to handle the loop.
Sep
11
comment Double buffering on HTML5 Canvas game?
However when you notice flickering or something alike a double buffer will most likely fix this. To answer your question: If you do notice flickering I suggest of using a double buffer. Otherwise there is no reason too. Note that a double buffer is easy to implement or remove (in case you notice the performance loss outweighs the flickering).
Sep
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awarded  Critic
Aug
29
awarded  Teacher
Aug
13
comment How should I structure an extensible asset loading system?
Very nice and in-depth answer. I love how you interpreted my question and told me exactly what I needed to know while I formulated it so poorly. Thanks! By any chance, could you point me to some resources about Streams?
Aug
13
accepted How should I structure an extensible asset loading system?
Aug
12
comment Player position triggering teleports
What you are looking for are broad-phase collision detection algorithms. stackoverflow.com/questions/1616448/…
Aug
12
comment Java2D Game Flickering
Oh btw I wouldn't think of active rendering as particularly scary. You just have more control. I think understanding active rendering together with game loops will get you a very long way in understanding the architecture of a game.
Aug
12
comment Java2D Game Flickering
Just everything the JDK has to offer without making much use of the Swing libraries but more of AWT.
Aug
12
answered Handling movement in an Entity Component System
Aug
12
answered Java2D Game Flickering
Aug
12
awarded  Commentator
Aug
12
comment Organizing an entity system with external component managers?
There is no one way of designing an entity system as there's little consensus over it's definition. What @BRPocock describes and also what Artemis uses hes been described more in depth on this blog: t-machine.org/index.php/category/entity-systems together with a wiki: entity-systems.wikidot.com