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Jan
10
answered How define coordinates for bodies in outer space
Jan
10
comment Is * calling *= (or *= calling *) slower than writing seperate functions (for math library)?
This seems like a pure C++ programming question with nothing specific to game development. Perhaps it should be migrated to Stack Overflow?
Dec
28
comment Computing a full revolution for an arbitrary orbit?
Just as a note, you won't get orbits like that with realistic Newtonian gravity -- although, if your planets can interact with each other, their orbits can certainly still get pretty weird.
Dec
28
answered Computing a full revolution for an arbitrary orbit?
Dec
25
comment How did the SNES handle palettes of multiple sprites?
Technically, it is possible to change the palette mid-frame, and apparently some NES games did that. (Other systems of the same era generally allowed it too, if only because they didn't do anything to specifically prevent writing into the palette registers while the frame was being drawn. It was a particularly popular effect on the Amiga, because the display chipset had a special scanline-synced coprocessor for just such tricks.)
Dec
21
reviewed Approve how to render to texture in single mip-level? [D3D9]
Dec
21
answered Use an int as a reference to a specific class
Dec
17
comment How to do pixel perfect movement with Unity3D?
Depending on what you mean by "pixel crawl", this question might be relevant.
Dec
17
revised How to do pixel perfect movement with Unity3D?
this - you shouldn't write your titles like
Dec
9
comment Unity - How to move a ship realistically to a point in a 2D top-down game
This is a nice answer, but it may or may not be realistic enough for the OP. Unlike, say, cars, ships don't really have a "turning radius": most self (engine/human) powered ships can essentially turn on a dime, while sailing ships depend on the wind, and can actually have a negative effective turning radius when tacking, in the sense that turning left into the wind can cause the ship to drift to the right. What ships do have is inertia (and drag): they cannot turn or move instantly, and once moving or turning, take some time and force to stop. Still, have a +1.
Dec
8
comment Unity - How to move a ship realistically to a point in a 2D top-down game
More to the point, realistic-looking sailing ship movement really requires taking wind into account; ignoring it would be almost like ignoring gravity when implementing jumping. You don't necessarily need a particularly detailed wind model, but you do need to keep in mind that your ships are being pushed around by the wind in their sails (and the water against their keel and rudder). In particular, ships can't sail directly upwind; they'll need to beat their way there instead.
Dec
8
comment Unity - How to move a ship realistically to a point in a 2D top-down game
(Ps. See also these two questions on meta.SE.)
Dec
8
comment Unity - How to move a ship realistically to a point in a 2D top-down game
@Draco18s: What you should do is summarize the essential points of the linked material in your own words. (Or, better yet, answer the question based on your own experience, and only use links as supporting material or for further reading.) Short quotes are generally OK, especially in situations where they can't be really avoided (e.g. quoting somebody's exact words to demonstrate that they really said something), but quoting a substantial portion of an article is really going beyond fair use.
Dec
5
comment How can I create borders in an open-world game that don't feel artificial?
@CodesInChaos: A wrapping square is (topologically) a torus.
Dec
2
comment How can I create borders in an open-world game that don't feel artificial?
@Pharap: Good point. Most of the borders of Skyrim are deep in the mountains or in the sea (which actually makes geopolitical sense), so the only places where you're likely to run into them are on the few mountain passes that have roads running through them into neighboring provinces (which, of course, the game won't actually let you visit since they're not included in the game world, hence the invisible wall and the message you quoted).
Dec
2
comment How can I create borders in an open-world game that don't feel artificial?
A toroidal world has been used to good effect in several classic RTS / "god games", such as the original Settlers and Populous: The Beginning (which further played with the perspective to make the actually toroidal maps look like spheres).
Nov
11
comment Movement Issues: jumping to another GameObject
You'll probably get somewhat more accurate results if you use transform.position += Time.deltaTime * (_velocity - 0.5 * Time.deltaTime * _gravity); in your Update() method, so as to match the "physics 101" formula also within each time step. See here for more details. Of course, with a small enough deltaTime, the error may be negligible.
Nov
9
answered How to rotate an object around world aligned axes?
Nov
9
comment How to rotate an object around world aligned axes?
I'm having some trouble figuring out what you're trying to say with this answer. Is it simply "don't store the orientation of an object as Euler angles"? And if so, why not just say so?
Nov
8
comment Want to play 1 of 3 tracks depending on current level
+1, this should be the accepted answer. You might want to consider using tracklist[(waveId - 1) % 5] and moving the 3 to the end of the list, just for the sake of clarity, though.