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Jul
20
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Jul
13
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Jun
26
comment FPS camera specification
@gsingh2011 Thank you for catching these issues, I updated the post accordingly.
Jun
26
revised FPS camera specification
Fixes ptich matrix and updates link to Matrix and Quaternion FAQ.
May
10
comment Intersystem communication in a ECS game
@junkdog You must always approach any problem with some pragmatism. Ideally, loose coupling is the optimum. When you can remove or replace a system without changing anything else, you did it right. But sometimes the reduction in coupling increases the complexity of the system drastically, then you must find balance point where the gain in flexibility is not lost by the increased code base.
May
10
comment Intersystem communication in a ECS game
@trmd You have multiple options. You can have one quad tree in the scene or you can have one per system. The thing is that each system has only the relevant entities in it's structure and may use different organisational structures.
May
7
answered Intersystem communication in a ECS game
Apr
16
answered How to achieve high Level of Detail on 3D models
Apr
15
comment Can't get Depth testing to work (cube faces shine through)
I find 1.0f a bit excessive, you may want to use a smaller value, like 0.1f or such.
Apr
9
comment SDL2 - Windowed mode, VSYNC active, refresh rate 56hz instead of 60hz
Are you sure you don't have a rounding error in your measuring code?
Apr
9
comment SDL2 - Windowed mode, VSYNC active, refresh rate 56hz instead of 60hz
I just tried it with the following code: gist.github.com/rioki/653775a9619f3e8fa3e0 It ran consistenly at 60 fps with VSYNC activated and in the thousands with VSYNC off.
Apr
9
answered Bringing islands close together programmatically
Apr
8
answered How to read neighbor pixels in GLSL?
Apr
8
answered Understanding normal mapping
Apr
8
comment SDL2 - Windowed mode, VSYNC active, refresh rate 56hz instead of 60hz
Do you have a small < 25 lines program that demonstrates that behavior?
Apr
8
comment SDL2 - Windowed mode, VSYNC active, refresh rate 56hz instead of 60hz
I would wager that the code executed between frames is causing the issue. Remember it is 16ms per frame, some heavy code can easily exceed this. The question is, does the code behave similarly without the vsync flag? (The flag only says it will make the swap wait on vsync, not sync on the monitors refresh rate.)
Apr
8
answered OpenGL: Is it efficient ok to glPushMatrix, plMultMatrix, plPopMatrix for every object in my scene?
Apr
8
comment Relation between TFLOPS and Threads in a GPU?
The FLOPS has no direct relation to threads. You can have a fast processor with one core or a processor with many cores but each core is slow and both achieve similar FLOPS. The question can you partition your algorithm to use all the available cores; if no the total FLOPS number is meaningless for multicore processors.
Apr
8
comment Can't find out why aren't those collisions framerate independent
For more info you may want to read this article: gafferongames.com/game-physics/fix-your-timestep
Apr
8
answered Can't find out why aren't those collisions framerate independent