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1  Game Development / Game Mechanics / Re: Random Direction on: 2012-03-07 15:30:03
Repeat to yourself: radians are your friend, degrees are for artist....
Degrees are for openGL ;-)

Thank you so much exactly what I was looking for...well I knew I wanted to find the radians of the angle with sin/cos but could not remember what to do with them. How much slower is this compared to just giving and x and y speed? Is the sin/cos that costly? I know you are not doing it on every move update but still.
If your computer is over 30 years old or if you have millions of objects, it may be costly. Otherwise you will not notice any slowdown.
2  Game Development / Newbie & Debugging Questions / Re: Need help with quanterion (cube rotate) on: 2012-03-05 06:04:44
Try this.
         change = new Quaternion(array[i], array[i+1], array[i+2], 1.0f);
         Quaternion.mul(roll, change, change);
         array[i] = change.x / change.w;
         array[i+1] = change.y / change.w;
         array[i+2] = change.z / change.w;

3  Game Development / Newbie & Debugging Questions / Re: Need help with quanterion (cube rotate) on: 2012-03-04 21:31:54
It looks like you are creating wrong quaternion in roll().
4  Games Center / WIP games, tools & toy projects / Re: Island Forge (Open Beta, indie Java MMORPG) on: 2012-02-28 17:22:10
Can you please change this part of TOS?
To establish an Account, you must be a resident of the United States and at least 18 years old.
Not that it's going to stop me from playing of course Wink , but you may lose some other players because of this.
5  Game Development / Game Mechanics / Re: Chunks and Collisions on: 2012-02-23 06:51:45
When x is negative, x%320 will be negative too. Because of this, when -320 < x < 320, chunkX = 0, so this chunk is 640 blocks wide. Is it intentional?
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