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Jan
19
comment What is the simplest way to calculate distance in a 3D environment?
A good example would be when you have to sort many objects by distance. Actual distance may not be as important but the relative order is.
Jan
13
comment 2D Smooth Tile Lighting
Vertex lighting is good enough if you are fine with angled linear gradients. The caveat is that you have to flip the triangles in some of the quads for the lighting to look correct. See this article, in the section Details Regarding Meshing for an explanation.
Jan
12
reviewed Approve How do teams prevent overwriting work in source files?
Jan
12
comment C# xna/monogame ghost trail effect
By default the Spritebatch defers rendering so all sprites are rendered in as few calls as possible. It can support up to 2048 sprites (XNA 4 implementation) before it is forced to start a new batch. If you use the same texture with the same sprites, you won't need to optimize a lot.
Jan
12
awarded  Organizer
Jan
11
comment How can I build Minecraft-style light propagation without recursive functions?
By "storing voxels as columns", do you mean in a way that makes it easy to iterate in the Y directions? The way I loop through voxels, to check visibility, build meshes etc. is "For every Z in every X, start at the topmost Y with a solid voxel and continue downwards." Don't know if this matters but the chunks are not cubic, they actually 32x32 with 256 in height.
Jan
9
answered C# xna/monogame ghost trail effect
Jan
8
asked How can I build Minecraft-style light propagation without recursive functions?
Jan
5
comment How can I approximate an “opening fan”-transformation?
The complexity of doing this depends on if the object is actually shaped like a fan, or you have some other type of shape that you want to have this fan-opening behavior.
Jan
1
comment Advanced Cellular Automata to generate caves
Connecting nodes could also be done with Delaunay triangulation. It tends to avoid making paths that are very close to other ones in angle.
Jan
1
awarded  Custodian
Jan
1
comment How can I make A* finish faster when the destination is impassable?
If you are storing traversed nodes in lists, you might want to use binary heaps to improve speed.
Jan
1
reviewed Approve Collisions reflecting ball velocities incorrectly
Dec
30
comment MonoGame: Draw thousands of quads without hardware instancing
@NickWiggill Hardware instancing hasn't been a high priority feature for MonoGame contributors unfortunately. He could use one of the frequent dev MonoGame builds to try to extend OpenTK through there.
Dec
29
comment Collision Direction Detection
Is distances.at(2).x a typo? There only seem to be two Vector2f objects stored in the std::vector so I assume you are trying to access index 1 and not 2 for the vertical movement (as with your code for pushing down).
Dec
29
answered Translating Objects in Worldspace
Dec
26
comment Implicit Functions and extracting an isosurface
@MarkA.Ropper, yes, since essentially you are creating a terrain that will only have one vertical value per 2D coordinate. To add overhangs or caves you must implement 3D noise functions with all values. Subtract from the surface for caves or add to empty space for terrain with overhangs. It is more expensive to iterate over all 3 dimensions, so you need to add some fall-off values to reduce the area to compute. See here for an example.
Dec
22
comment Placing tiles on 2D Simplex noise
Here's a useful starting point from this site. And a question with a more detailed answer. Such questions on procedural tilemap generation have been asked several times before.
Dec
18
accepted How can I compute a “steepness” value for height map cells?
Dec
17
awarded  Curious