| bio | website | vyznev.net |
|---|---|---|
| location | Helsinki, Finland | |
| age | ||
| visits | member for | 1 year, 10 months |
| seen | Jun 16 at 0:20 | |
| stats | profile views | 146 |
I like programming in Perl and C. I know Java and PHP too (I'm a MediaWiki developer), but I can't really say I like them. I keep meaning to learn Python some day, but never seem to get around to it.
I'm working on a Ph.D. in biomathematics. I also like programming puzzles and cryptography.
Please consider any (original) code I post to Stack Overflow (and other Stack Exchange sites) to be released under CC-Zero unless stated otherwise. You may do whatever you want with it and don't have to credit me in any way, although of course that would be nice.
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Jun 15 |
awarded | Nice Answer |
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Jun 5 |
awarded | Enlightened |
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Jun 5 |
awarded | Nice Answer |
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May 13 |
answered | How to create a font from an image for a game? |
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May 12 |
comment |
MMOFPS Choosing protocol for high-traffic network (UDP or TCP)? Pretty much. Just remember that, as the other answers have noted, there are a lot of things you'll need to handle yourself if you use UDP that TCP would handle for you, like numbering (or timestamping) your packets so that you can tell which one was sent first. You'll also very likely want to combine multiple messages into one packet to improve performance, but then you need to worry about not exceeding the maximum packet size (MTU) for the user's connection. |
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May 12 |
answered | MMOFPS Choosing protocol for high-traffic network (UDP or TCP)? |
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May 10 |
awarded | Nice Answer |
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May 4 |
answered | Implementing vector based movement in a 2d environment |
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Apr 28 |
answered | how to detect when a character is walking on an item in java |
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Apr 27 |
comment |
Simulated Economic Factors Based on Supply and Demand in MMO Resource Trading Game Note that the arithmetic average is only right if the pricing is linear. For more details, see my answer. |
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Apr 27 |
answered | Simulated Economic Factors Based on Supply and Demand in MMO Resource Trading Game |
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Apr 22 |
answered | A Simple Method To Create Island Map Mask |
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Apr 9 |
comment |
Why is 90° horz / 60° vert the default FPS Field of View? Indeed, the false perspective induced by an artificially wide field of view is completely unnatural, and I personally often find the distortion it creates stressful and annoying. But it's still infinitely preferable to trying to view everything through a 20°-30° peephole, which is about what "realistic" perspective on a typical single monitor would imply. Talk about tunnel vision! |
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Apr 1 |
comment |
Flowfield density conversion Right, there doesn't appear to be any "radius" in the formulas you quoted that could enter into those calculations. |
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Apr 1 |
revised |
Flowfield density conversion added 645 characters in body |
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Apr 1 |
comment |
Flowfield density conversion @sharvey: Because in the picture, the agent is below and to the left of the center of the cell it is in. |
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Mar 31 |
awarded | Civic Duty |
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Mar 31 |
answered | Flowfield density conversion |
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Mar 25 |
comment |
Is there a way to make a dynamic world such as a MMORPG horizontally scalable? @Dokkat: It might be possible to have some kind of "soft areas" where you have each server mainly handling players in a particular part of the game world, but have them transparently hand over the player to another server if they stray too far from their original server's region. You'd just need to make sure the handover is smooth enough that players don't really notice it. You could even try to use some fancy adaptive techniques to keep clusters of interacting players on the same server, even if they happen to be just on a region boundary. |
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Mar 24 |
comment |
Removing image background color? It might help if you included a picture of your actual sprite, and some hint of how you want it to look like in the game (and maybe an example of what goes wrong when you try to remove the background in Photoshop). |