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7

It's a peak in a function defined in polar or spherical coordinates. If we look at the function y = cos(x) in rectangular coordinates, it looks like a wave, with peaks at 0 and 2pi: If we look at the function r = cos(theta) + 1 in polar coordinates, it looks like a bulge, or "lobe" that's greatest at 0: (Images above via Wolfram MathWorld) The same ...


3

The answer to the question "Is it possible, or even feasible, to have graphics engine completely decoupled from game logic?" is "yes". I would say it is even "advisable". But in general, you'll find a lot of your game ends up tied to the engine you choose for other reasons, like input handling or use of their facebook integration or other cross-platform ...


1

I don't know if its relevant any more, But Doug answer's got it right I just wanted to add that I myself managed to recreate the animations exactly as they are built in the game it self using the same assets, take a look here Magni: precision highp float; uniform float uTime; uniform sampler2D uSampler0; uniform sampler2D uSampler1; uniform sampler2D ...


1

Both 4&5 are done by UV scrolling a texture over the area, maybe having a mesh over the card that's slightly distorted (in a static way). The blood imp seems to also have a second texture that multiples the first texture and does not UV scroll. On the whole, they aren't expensive effects. They just aren't as good as they look first glance.


1

The issue you're describing is due to a lack of Vertical Sync (v-sync). Your drawing is not in sync with your monitor's refresh rate. From my research there is no way in the Windows API by default to force VSync in anything but a DirectX application. http://stackoverflow.com/questions/2448831/how-to-eliminate-tearing-from-animation You have two options as ...


1

It's all about tradeoffs. But first, occlusion culling is to hide what is being hidden by other objects, not what falls outside the viewing frustum. What you described is called frustrum culling. Sure, you can do that and only request to draw polygons that you will see, but those calculations, along with the time required to update the index buffer may ...



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