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bio website thegamecoder.com/blog
location India
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visits member for 1 year, 8 months
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Twitter: @ApoorvaJ


Mar
18
awarded  Popular Question
Feb
8
comment Keeping Aspect Screen Ratio While Stays in Center
@TredeciesNocturne , I think this deserves a separate question. The short answer is viewers (at least on mobile platforms) want an aspect ratio that their device has. This means no visible black bars or offset margins. This is perfectly possible to do on most kinds of games. In summary, the implementation can vary. The most important thing is to keep the scaling process unnoticable to the user.
Dec
20
awarded  Good Question
Dec
11
comment Rendering scaled-down card images
@user1065145 The old style windows card you linked to has been done in pixel art. That's the best way to get detail in small resolutions, one pixel at a time.
Dec
9
revised 2D Smooth Turning in a Tile-Based Game
Corrected the second formula
Dec
9
suggested suggested edit on 2D Smooth Turning in a Tile-Based Game
Dec
9
comment 2D Smooth Turning in a Tile-Based Game
And also change the (ball_position - circle_center) to its reverse. That way the acceleration vector points to the turn corner and not away from it.
Dec
9
comment 2D Smooth Turning in a Tile-Based Game
I do use a physics engine and hence went for method 2. There are a few mistakes in your equation, but it pointed me in the right direction (Uniform Circular Motion). The correct equation would be: acceleration = (circle_center - ball_position).Normalize() * (ball_velocity.Length() ^ 2) / circle_radius. This code is derived from the equation for centripetal acceleration whose magnitude is given by: a = v^2 / r, and direction is from the object to the center of circular motion.
Dec
9
accepted 2D Smooth Turning in a Tile-Based Game
Dec
8
asked 2D Smooth Turning in a Tile-Based Game
Dec
7
answered Input/Output console window in XNA
Dec
5
comment Keeping Aspect Screen Ratio While Stays in Center
This method scales the sprites uniformly by the float "Scale", which I've indicated in the answer. Thus no distortion of proportion occurs. I suggest you take a look at my original blog post and try a basic implementation. Also, I don't understand what you mean by "spacer". I use Android.Graphics instead of OpenGL, but I think there will be a way to do this in OpenGL too.
Dec
5
comment Keeping Aspect Screen Ratio While Stays in Center
Touch input is another, different matter. It can also be handled efficiently via this system. What the "virtual screen" does, is the decoupling of the "game space" with the "screen space". This will allow you to scale the game from 1920x1080 to 240x320 and everything in between.
Dec
5
comment Keeping Aspect Screen Ratio While Stays in Center
If you implement this properly, you will see no black borders. That is why you design the game for 4:3, keeping in mind that wider screens will cull off the top and bottom offsets.
Dec
5
answered Keeping Aspect Screen Ratio While Stays in Center
Dec
5
accepted Why do GPUs require game specific drivers?
Dec
5
awarded  Nice Question
Dec
4
asked Why do GPUs require game specific drivers?
Oct
16
awarded  Quorum
Sep
12
awarded  Yearling