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tharealjohn

Member Since 12 Nov 2011
Offline Last Active Jan 23 2014 01:49 PM

Posts I've Made

In Topic: Grade me?

12 December 2013 - 11:31 AM

Looks fine to me. 

 

You could also use TryParse instead of just plain Parse. It returns a bool indicating wether the parse was successful. i.e it would return false when trying to parse something thats NaN.

if(!int.TryParse(Console.ReadLine(), out gold))
    Console.WriteLine("Not a number.");

In Topic: Where do I begin WITHOUT an engine?

04 December 2013 - 01:19 PM

"Give a man a game engine and he delivers a game. Teach a man to make a game engine and he never delivers anything."


In Topic: EPA Declares Wind Turbines Illegal

25 November 2013 - 03:01 PM

+ 1 for the link to actual knowledge. 

 

Thanks!


In Topic: EPA Declares Wind Turbines Illegal

25 November 2013 - 01:51 PM


Eagles act like texting drivers when they search for prey and slam into massive turbines.

 

If an eagle slammed into a building or mountain or pole, would those be illegal too? Also, in the case of a texting driver that slams into another person, do we sue that person for standing in the way? 

Our priorities are strange. 


In Topic: Run-time Terrain Generation (long time coder, first time game dev)

15 November 2013 - 02:41 PM

Hello,

 

If you want your terrain to be deformed, formed, etc at runtime then you might consider something using the Marching Cubes algorithm. You can find some pretty decent resources on using that with terrain generation. That would be a voxel-like approach. If you don't need your terrain to behave like that, then you can use height maps and generate a mesh based on that map. If you are going to use Unity, the API has the TerrainData class that are used to create Terrain objects programmatically. I think there is even some built in stuff to use height maps. I know you can do it at design time, so there might be a way to do it programmatically with little custom effort. 

 

With a little searching, you will find an implementation of Perlin noise done for Unity in C#. It was included in one of thier procedural example projects and will help you create height maps in code. Hope that helps!


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