| bio | website | ebonyfortress.com/blog |
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| location | Nottingham, United Kingdom | |
| age | 35 | |
| visits | member for | 2 years, 10 months |
| seen | 4 hours ago | |
| stats | profile views | 1,155 |
Professional game developer - programmer, designer, and musician. Previously a web developer, and GIS developer. Experience in MMOs, C++, SQL, Python, networking, concurrency, distributed systems, scripting, and various game and web technologies.
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Mar 29 |
reviewed | Reject suggested edit on Is Domain Driven Design good for games? |
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Mar 1 |
awarded | Nice Answer |
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Feb 22 |
awarded | Convention |
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Feb 21 |
comment |
What is the point of caling Draw() as often as possible? @RoyT., I'm talking about what Shawn is saying for the IsFixedTimeStep=true case. It's the 3rd or 4th paragraph down in that section. |
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Feb 21 |
comment |
Using timer to reverse enemy movement in Flash game made with Flixel Unfortunately I don't know enough about Flash or Flixel to help further. It might be worth commenting out all the game code to see if Flixel and Timers are just fundamentally incompatible even if there's nothing else in the app to interfere. |
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Feb 21 |
comment |
Using timer to reverse enemy movement in Flash game made with Flixel Add some debug output, and see if SetDirection ever gets called. |
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Feb 21 |
comment |
Unity3D Camera constantly moving Did you try using Debug.Log to show what the GetAxis call is saying? And check the dead zone values on the input manager? Didn't I suggest this before in a very similar post a few days ago (which has now strangely disappeared)? |
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Feb 21 |
comment |
What is the point of caling Draw() as often as possible? It is very interesting that Shawn essentially contradicts the text quoted from MSDN when he says, "we call Update, then call Draw, then look at the clock, notice we have some time left over, so wait around twiddling our thumbs until it is time to call Update again". His explanation makes more sense to me, unless XNA can perform interpolation between states, in which case more Draws than Updates might work. |
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Feb 20 |
comment |
Is caching tiles like this a good idea? Ok, are you trying to say that each position in your level tiles does not have collision data, but that each tile type does? And that you don't want to have to look up the properties of the tile type each time? If so, then no - that's a premature optimisation. |
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Feb 20 |
comment |
Does Big O really matter? To some degree. But if it takes 3 days to run, it probably doesn't matter if you only call it once. :) |
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Feb 20 |
comment |
Is caching tiles like this a good idea? It's not clear exactly what you'd be caching, because you've not told us what 'lastCollisionData' means or what it's used for, or why caching a previous value will help. |
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Feb 20 |
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hidden cost while deploying game with unity3d That's a separate question (and arguably off-topic for this site). |
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Feb 20 |
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How to avoid texture bleeding in a texture atlas? @PandaPajama: Ok, that makes sense. Thanks for the explanation and image! |
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Feb 19 |
answered | Unity3D smooth movement with joypad button press |
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Feb 19 |
comment |
How to avoid texture bleeding in a texture atlas? @PandaPajama: But that shows an equal amount of wrapping on all 4 edges, which supports my theory of the filtering taking samples from over a wider area (eg. more than just linear interpolation between 2 adjacent texels). If it was just an offset issue, you'd expect to see wrapping only on one side, or much more on one side than the other. |
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Feb 19 |
comment |
How to avoid texture bleeding in a texture atlas? @PandaPajama: this doesn't change my understanding though - you usually specify the UVs for the edges of what you want to render, not the middle - so you don't expect it to take a sample directly from position 0 or 0.25 when you specify those values. The fact they're between texels is expected and not an issue. (And rounding errors or precision problems shouldn't be an issue for powers of two either.) So I don't understand what this would be addressing. If what you said was correct then you'd expect the 0.0-1.0 case to bleed too, but it doesn't. |
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Feb 19 |
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How to avoid texture bleeding in a texture atlas? @PandaPajama: My terminology was incorrect - bilinear wouldn't have artifacts (as you say) but I'm pretty sure I've encountered auto-generated mip-maps that did use a more complex filter. As for the half-pixel correction, I'm afraid I still don't understand: I don't mind that u=0.25 is between 2 texels because I'd intend it to be between 2 pixels too. So I would think that if I wanted to render just the top 1/16th of that image I'd want UVs from (0,0) to (0.25, 0.25). I don't ever want to sample individual texels, just subsections of the texture. |
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Feb 18 |
revised |
Does Unity support 2D tiles/blocks? deleted 3 characters in body |
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Feb 18 |
comment |
EXTREMELY Confused Over “Constant Game Speed Maximum FPS” Game Loop Yielding to the OS and waiting is only a good idea if you have a good idea of when the OS will return control to you - which may not be as soon as you'd like. |
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Feb 18 |
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How to avoid texture bleeding in a texture atlas? Even PoT sized textures can have bleed artifacts though, because the bilinear filtering can sample across those boundaries. (At least in the implementations I've seen.) As for the half-pixel correction, should that apply in this case? If I wanted to map his rock texture for example, surely that will always be 0.0 to 0.25 along the U and V coordinates? |