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The resolution should not affect computation of simulation logic such as "where your bullet hit." Any reasonable game will divorce such simulation data from the final render resolution of the screen. That means the main thing you're talking about with respect to resolution is what the player sees. If all other things are equal, then a lower resolution ...


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AFAIK standard procedure is to have resources stored in a map-like structure with strings as keys, since it's extensible as you've seen. However, for the core game elements (especially the performance-critical ones), the resources will be explicitly linked instead of involving a key-lookup, thus skipping the lookup overhead. For example, you might have a ...


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Yes, your Z value, distToCamera, will be correct at each triangle's vertices, but won't be anywhere else (except between vertices of matching Z-value), because of linear interpolation. Edit: In current GLSL, the default interpolation is "in perspective", where gl_Position/gl_FragCoord is taken into account for interpolating. This can be overridden (you ...


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If the triangle strips, while being disconnected, are all sharing the same material (shaders, textures, shader constants) then you can join them together with a degenerate triangle. Since degenerate triangles have zero area they should not show up. The only case they would is if you are drawing wireframe. You make a degenerate triangle by defining the two ...


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My recommendation would be to approximate the surface with 2d wave simulation. That is, you have a plane and each point has a height property defined by the neighboring points and the wave equation. A google search for 2d wave dynamics algorithm gives a lot of papers and applets, so you can go crazy on that. Getting that information to a 3d model is as ...


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Pros Higher resolution should give the player more visual information about the game world. Everything will be clearer and more sharply defined. This should confer an advantage in overall situational awareness, which in an FPS is important. There should be no effect on game state as the game engine does not compute the position of objects and actors based ...


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If you let your library scale down the textures and drop the originals from memory then you will not have any problems with memory consumption. Your load times will however increase drastically, along with the download size and storage space needed for your game. If you are going to ship on phones then you should definitely scale your textures lower than ...


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I've never used libGDX but textures Cost a lot of memory in general. Which isn't a big deal on PC but you have to watch out with mobile devices which have limited resources. Let's say you have a device with 256MB of memory, you have 10 textures in your scene and each texture is about 8MB (assuming we're using 2048x2048 32-bit png). Thats using about 30% of ...



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