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What projection is this?
added 78 characters in body
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What projection is this?
@AlexandreDesbiens I've added a screenshot from the only game I've played that seems to use it, however, a few others in the Ultima series used it as well.
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What projection is this?
Included screenshot from Ultima 6: The False Prophet
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How to select random points within grid meeting min/max distance requirements from each other?
You've illustrated exactly what I'm going for, but I still don't know quite how to achieve it. I could do a filled circle algorithm working outwards from a radius of 0 to 20 and then 20 to 30, ignore points already seen, and in the 20 to 30 range add them to a "green" list to choose my next point from, but that wouldn't scale very well if I wanted a map with say inner radius 30 and outer radius 400 as an example. Sorry if I didn't explain well, but I'm hoping to have this scale very well so I could set semi-random numbers for my map size, point count, minimum radius, and maximum radius.
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How to select random points within grid meeting min/max distance requirements from each other?
Added example at the bottom.
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Is it possible to tile box colliders without causing "false" collisions in Unity3D?
That's all I could come up with as well, but after tiling edge colliders next to each other, I noticed they could cause the exact same effects as the box colliders so instead I've went with the second part of your suggestion which did take some time to script.. but I think is very worth it.
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How can I do optimal pathfinding for a Tetris piece?
Are you just wanting to handle the current move only or do you want to be planning for future moves as well? Current move only, I'd suggest just brute forcing it as the resources required should be quite minimal.
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Keeping sprites nice and pixelated
Maybe not the right term for others, but if you were in C# with XNA, I'd assume you forgot to change your sampling state to PointClamp. What you describe regarding nearest-neighbor filtering when resizing should work just fine as long as you are scaling by whole value magnifications (x1, x2, x3, etc)
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How to create a two-way teleport system?
Not sure about you, but I'd want more details in the OnTriggerEnter event such as where the player came from. If they came from a teleporter to trigger the event, simply skip firing off another teleport.