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| visits | member for | 1 year, 8 months |
| seen | 1 hour ago | |
| stats | profile views | 51 |
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May 3 |
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Has piracy ever resulted in a developer getting shut down? @Matsemann What do you want a source for? Google "Top 10 reasons why companies fail". |
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May 2 |
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Basic C game jumping You don't need all that information, and you can avoid the multiplications. If you simulate gravity, all you need to do is to add all applicable acceleration vectors (e.g. gravity, jumping, friction) to an object's current velocity vector each frame. The object's velocity in any frame is simply the length of the resulting vector after all the forces have been applied to it in that frame. Getting the new position is simply adding the updated velocity vector to its position. |
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May 2 |
awarded | Nice Answer |
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Apr 30 |
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Has piracy ever resulted in a developer getting shut down? And yet they admit that piracy only exposed the flaws. Had they sold all of those copies, they would have had the same problems and would have had to apply the same solution. |
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Apr 30 |
answered | Has piracy ever resulted in a developer getting shut down? |
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Mar 31 |
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Is C++ necessary to learn if I ever want to get a job in the game industry? I'd argue the other way around. C++ is a language considered close to the hardware nowadays, and you necessarily learn a few things about computer architecture that you wouldn't learn with a higher level language like C#, mostly about memory allocation and addressing. If you learned C# first and got comfortable with it, you'd probably be alienated by the additional hoops you have to jump through with C++ in comparison. |
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Mar 29 |
awarded | Popular Question |
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Mar 23 |
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Scrambling word into least recognizable form jpdery.com/images/MixedUpSpelling.jpg |
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Feb 24 |
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Alternative to soundeffect.play()? Are you sure there is an actual performance problem with .play() for your project? Have you confirmed this, or are you asking into the blue? |
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Feb 21 |
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What is the point of caling Draw() as often as possible? I updated my answer, but most of my findings still stand. |
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Feb 21 |
revised |
What is the point of caling Draw() as often as possible? added 26 characters in body |
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Feb 21 |
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What is the point of caling Draw() as often as possible? However, even with fixed time stamp and update less than 60 FPS, Draw is still not called more often than Update, contrary to the MSDN statement. Also, why does the monitor refresh rate affect the Update FPS? With synched graphics and no fixed time stamp, update gets called at only 60 FPS. |
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Feb 21 |
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What is the point of caling Draw() as often as possible? @dadooGames Thanks, I missed that one. |
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Feb 21 |
answered | What is the point of caling Draw() as often as possible? |
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Feb 21 |
asked | What is the point of caling Draw() as often as possible? |
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Feb 14 |
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Where and how to check if game was developed with bought Unity3D licence (not cracked app)? +1, though the question should be put on commonsense.stackexchange.com instead. |
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Feb 12 |
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How can I solve this animation I recommend you look through the code and try to understand it. In the animation class, there is a "bool Looping". Unsurprisingly, it determines whether the animation will loop or not. Simply always set it to false and leave it there to get exactly one run. Add another "bool Reverse" that causes to play the animation in reverse. When the user presses space, set active to true. When the user releases the space bar, set reverse to true, play the animation in reverse, then set active to false when the animation is done. |
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Feb 12 |
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How can I solve this animation I'd recommend having a look at the official MSDN tutorial that covers animations, among other things: xbox.create.msdn.com/en-US/education/tutorial/2dgame/… |
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Feb 9 |
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8 directional movement - Maintain vertical position @Jon Then you have 2 conflicting design goals: Making your input responsive (no artificial lag) but also relaxed enough so the diagonal direction can be retained. In that case, I don't see another way other than having an artificial lag between accepting inputs, e.g. run your direction update code only every 2nd, or 3rd, or 4th, etc. frame. You could also implement the keyWentUp method, and delay the update for n frames after such either event fires for either direction key, rather than statically every n frames. You will have to find the best balance by experimentation. |
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Feb 9 |
revised |
8 directional movement - Maintain vertical position added 451 characters in body |