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Nov
18
revised What is the name of the AI/algorithm used by most MMOs for monsters or mobs?
Provided a link to "kiting"
Nov
18
comment How can I implement a “fast-forward” feature in my game?
If you are going to use the higher simulation rate approach, and you want to support slowdown, you probably need to actually have an extremely slow base simulation rate, then run that by default at like 100 simulation steps/frame.
Nov
14
comment How does a segment-based rendering engine (as in Descent) work?
@ratchetfreak Actually that link doesn't seem to be working-
Nov
14
revised How to make “they need to be fed” movement style
edited tags
Nov
13
awarded  Notable Question
Nov
13
answered OpenGL texture on sphere
Nov
12
answered Math > Logic for a Logarithmic Score Meter
Nov
12
comment Math > Logic for a Logarithmic Score Meter
This is a great tool. I had been fiddling around in Grapher recently, of all things.
Nov
9
comment Is it possible to create an “impossible” rooms in games?
@concept3d You can have 3d projections of n-dimensional figures, such as that animation of a tesseract on Wikipedia. 3D computer graphics are projections of 3-dimensional objects onto a 2-dimensional plane. To project a 4D object to a 2D computer screen, you have to project the shape into 3D first, then project that projection into the 2D space of the computer screen.
Nov
9
comment Is it possible to create an “impossible” rooms in games?
@concept3d If this isn't the answer, and he really is asking to "do the impossible even without any type of illusion", then we need to close this question as good ol' "not a real question"
Nov
9
comment Is the “impossible object” possible in computer graphics?
Yes, I read the name in your other post, thanks Mr Nathan
Nov
9
revised Is the “impossible object” possible in computer graphics?
added 479 characters in body
Nov
9
answered Is the “impossible object” possible in computer graphics?
Nov
9
comment Where can I find game postmortems with a programmer perspective
Just generally troll blogs and look for posts and bookmark them. Jonathan Blow's talk is pretty good - "How to program independent games". Also try using social bookmarking results such as delicious for gamedev,talks
Nov
9
comment How to Make Games Faster (Without Sacrificing Quality)
@Byte56 Think we can reopen this question? It's not a bad question.
Nov
8
comment Rendering oily/polluted water?
Use a texture..? Chromatic radial gradient, apply some distortion..
Nov
6
comment How to Make Games Faster (Without Sacrificing Quality)
http://www.youtube.com/watch?v=m6esCn4T55M&t=2s
Nov
6
comment How to Make Games Faster (Without Sacrificing Quality)
Specifically wrt code, I read your other post and I think the same applies. If you want to move towards the "fast" point, you're going to sacrifice some of goodness (code quality) and/or cheapness (you'll have to work with a partner or collaborator).
Nov
6
comment How to Make Games Faster (Without Sacrificing Quality)
@Byte56 Precisely. If you want your game to come together good and fast, you need to spend a little dough. Buy assets and or contract an artist and have them custom made. Don't work by yourself -- work with others that have skillsets that complement your own (this means splitting revenue). Further ahead, you could license an industrial game engine (which itself will have some ramp-up learning time, but it should make generating the final product much faster). Sometimes "the good" software is very expensive and you're left mucking around in open source clones.. avoid that.
Nov
6
comment How to Make Games Faster (Without Sacrificing Quality)
Good, fast, cheap. Pick any two.