Steven Stadnicki
  • Member for 10 years, 11 months
  • Last seen more than a week ago
  • Seattle, WA
24-Bit Colordepth not enough?
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19 votes

You more or less said it yourself: 'I know, that would be a lot of work and a lot of hardware would have to be replaced.' While the graphics-hardware end of things would actually be relatively ...

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Why don't more games use vector art?
17 votes

In fact, there are a number of 2d games that do use what amounts to vector art; Capcom's Ghost Trick:Phantom Detective, for instance, essentially generates its in-engine characters as vector graphics. ...

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Checkers AI Algorithm
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16 votes

If you're trying to make a good AI for your checkers program, then the first place to look is what's known as Alpha-Beta game tree search. The short version is that any AI that only takes into ...

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Vertical vs horizontal hex grids, pros and cons
14 votes

From a technical and programming perspective, there should be no fundamental difference in data structure between the two orientations - any reasonable scheme should be easily modifiable to work well ...

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How can I create beautiful, random, abstract images?
12 votes

Using a cellular automata for simulation of a relaxion-diffusion equation might be right up your lines - the equations aren't really all that complex and the results are pretty striking. Have a look ...

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Is it better to hard code data or find an algorithm?
12 votes

I guess I'll take the counterpoint here and argue against using static values. In this case, all of the hex regions you're talking about are (a) easy to compute - you don't need to use BFS or ...

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What is the simplest method to generate smooth terrain for a 2d game?
12 votes

Assuming that you want an actually smooth terrain, I'd suggest stepping back from the noise-based answers and understanding where they come from. A 'noise' signal is essentially a sum of infinitely ...

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What are normal, tangent and binormal vectors and how are they used?
10 votes

The difference between the tangent and the binormal is less immediately clear on surfaces, but that shouldn't be too surprising - the binormal was originally defined not for surfaces but for curves, ...

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Math topics for 3D graphics programming
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10 votes

Linear Algebra is the foremost discipline for 3d graphics programming simply because it's the mathematical language for describing spatial geometry. Your other three topics are really just subsets of ...

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Improving my Roguelike Dungeon generator?
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9 votes

Based on the discussion in comments, I would say that the question you're asking is several steps removed from the question you should be asking at this stage of your project. The first and foremost ...

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Rotate 3D cube so nearest side is facing user
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9 votes

To find the 'most visible side' of the cube, take dot products of the cube's X, Y, and Z axes with the 'look vector' - that is, the direction the camera is looking; the axis with the largest absolute ...

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What do I need to do legally to protect my game with copyright?
8 votes

(Stock caveat: I Am Not A Lawyer and this should not be construed as specific legal advice.) If all you're concerned about is that your work is copyrighted to you, then you're in luck - that happens ...

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Do I need a Point and a Vector object? Or just using a Vector object to represent a Point is ok?
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8 votes

It's unlikely there would be any problems with conflating the definitions and treating points as vectors — but be a little careful, because some APIs have a 'Point' class that you might need to ...

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How to move an object along a circumference of another object?
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8 votes

(CAVEAT: I'm using two approximations here: the first takes d as an arc length, and the second takes it as an orthogonal length. Both of these approximations should be good for relatively small ...

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Calculation of Inertia Tensors
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8 votes

I was going to suggest that this is a hard problem because the usual formulations based on using Green's Theorem to convert volume integrals into surface integrals don't apply, and so you actually do ...

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Random Vector within a cone
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8 votes

Given the discussion in the comments, this comes down to finding a random point on a circle. For instance, if we find a point (x,y) at random within a circle of radius 1, then the vector (.05*x, .05*...

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How do I find the intersection of a ray and a cylinder?
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7 votes

This breaks into two distinct pieces: testing collisions against the endcaps, and testing collisions against the body of the cylinder. The simplest way to handle both is to first transform your way ...

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How to utilize miniMax algorithm in Checkers game
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7 votes

One useful thing to understand about minimax for a game like Checkers is that it's traditionally viewed (to first approximation) as symmetric - this means that both players can share the same ...

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Which would a game development company prefer; UDK experience or C++ game projects?
7 votes

Speaking as a programmer (to be more specific than 'developer') at a company that has used UE3 for multiple projects, I can emphatically say that we would consider C++ knowledge essential, and a ...

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Arbitrary Rotation about a Sphere
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5 votes

Actually, it turns out that you can't have it 'both ways': if your intention is to not have any sense of 'absolute orientation' on the sphere (that is, if the players aren't always e.g. facing towards ...

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simplest way of making a sphere roll in a realistic way
5 votes

Gajet's answer does an excellent job of covering the '2d' case, where your ball moves in one dimension; if you want to roll it across a plane then things get decidedly more complicated, but still very ...

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How can I calculate "All squares within R" in a natural looking manner?
4 votes

As was approximately pointed out in comments, the simplest way to do what you're after is to test the center of the square, rather than all of the corners. This isn't exactly equivalent to a majority ...

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C++ Namespace vs Reference passed around like crazy - Implement a quest journal
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4 votes

My first instinct is that you've got a mistaken assumption hiding in the sentence 'Basically, a lot of game components (instantiated inside of Game) will have to gain access to the Journal ...

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Drawing symmetric equilateral triangles
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3 votes

This is a notoriously hard problem - the short answer is that to have all the right properties when it comes to overlapping line segments, line drawing has to have some inherent asymmetries; for ...

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Make a fake random distribution?
3 votes

One fairly common approach you can use that should give the results you're after: rather than rolling a die every time, instead pick a card : suppose you have a 1/10 chance of 'critical failure', a 4/...

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Gravity independent of game updates per second
3 votes

Part of the problem is that your notion of 'velocity' isn't physical. Your updating of position is fine: spriteYReal = spriteYReal + (spriteYVel * dt); sprite.yScreen=(int) (spriteYReal*r.height); ...

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Pygame: circular motion with Bresenham's algorithm
3 votes

Bresenham's algorithm is specifically built to draw circles with fixed-point mathematics; that is, to rasterize circles. For what you're doing you're almost certainly better off with a much more ...

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Generating terrain using Marching Cubes
3 votes

The good news: your Marching Cubes algorithm looks just fine to me! That 3d surface reconstruction looks gorgeous. If you're committed to a voxel-based approach with isosurface visualization, you're ...

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how to rotate enemy to face player?
3 votes

You're probably better off not representing your orientations as angles in the first place, for a couple of good reasons: for one, because there's an inevitable discontinuity of representation ...

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What's the difference between a "Release" Xbox 360 build and a "Debug" one?
3 votes

One behavior I've seen happen regularly in Debug builds that doesn't happen in release builds: in Debug builds, 'uninitialized' memory (including notably the stack) tends to be memset to 0, and so in ...

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