Ali1S232's user avatar
Ali1S232's user avatar
Ali1S232's user avatar
Ali1S232
  • Member for 12 years, 9 months
  • Last seen more than 1 year ago
  • Ottawa, ON, Canada
49 votes
Accepted

How can I stop players from cheating on puzzle levels by finding solutions on the web?

29 votes

How to get object to lose less velocity as its speed increases

24 votes
Accepted

How can I protect my save data from casual hacking?

15 votes
Accepted

2D Planet Gravity

15 votes
Accepted

simplest way of making a sphere roll in a realistic way

12 votes
Accepted

Ideas for 2D Water Simulation

12 votes
Accepted

How to remove an object from a std::vector

11 votes
Accepted

Calculating the angular direction from velocity

10 votes

Algorithm for dynamically calculating a level based on experience points?

9 votes
Accepted

How to create a game save file format in c++ using STL

9 votes

Scale a normalized 2D vector always to the same length

8 votes
Accepted

Rectangles render with gaps in between them (Box2D)

7 votes

Calculating the rotational force of a 2D sprite

7 votes
Accepted

How do I make A* check all diagonal and orthogonal directions?

6 votes
Accepted

2D Smooth Turning in a Tile-Based Game

6 votes
Accepted

Convert int to Color

6 votes
Accepted

Server side game loop

6 votes

Chunking/caching large levels in a singleplayer game

6 votes

Unity 3D vs openGL

5 votes

What game engines can publish to Android and iOS?

5 votes

Find new position of rotated by 10 degrees line

5 votes

Debugging tips?

5 votes
Accepted

Are C and Objective-C sufficient for creating games on the iOS?

5 votes
Accepted

Render angles of a 3D model into 2D images?

5 votes
Accepted

How to deal with procedural terrain, pre-load or real-time calculation?

5 votes

How can I create a large space background that repeats, in an unnoticeable way

5 votes

Accuracy vs distance formula

5 votes
Accepted

DirectX 12 using Visual studio 2015 on Windows 7 SP1

4 votes
Accepted

How to clip game objects to a rectangular area

4 votes
Accepted

Getting one rigidbody to follow another, but still react to stuff Unity3D/C#

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