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visits member for 2 years, 5 months
seen Sep 10 '13 at 8:06

Sep
9
awarded  Notable Question
Jul
31
awarded  Notable Question
Jan
18
accepted Sync clocks on a real time multiplayer game - Is this ok?
Jan
17
comment Sync clocks on a real time multiplayer game - Is this ok?
But I just simply set the device A clock back so it syncs with the other due to the delay. Why would I want to do more pings and get the average? Setting the clock A exactly the delay time will make the 2 devices sync, I don't know if I'm missing something. This is a one-time thing i do before everything, then the clocks will update on their own deivces independantly.
Jan
17
revised Sync clocks on a real time multiplayer game - Is this ok?
added 52 characters in body
Jan
17
asked Sync clocks on a real time multiplayer game - Is this ok?
Dec
19
awarded  Benefactor
Dec
19
accepted Isometric smooth fog
Dec
19
comment Isometric smooth fog
g_pSprite is of type LPD3DXSPRITE . The load sprite method i just do D3DXCreateSprite( g_pD3DDevice, &g_pSprite );And then load all necessary textures with D3DXCreateTextureFromFileEx. I presume it's all quads, but I'm not sure. And yes, it's my program.
Dec
19
comment Isometric smooth fog
link
Dec
19
comment Isometric smooth fog
Well, the thing is that I'm no expert in direct3d, I've just started programming with this api some weeks ago. But I guess there isn't a way of accomplishing that (besides point nº 1) without being an expert of the matter.
Dec
19
revised Isometric smooth fog
added 1 characters in body
Dec
19
comment Isometric smooth fog
So it's not a straight-forward solution...
Dec
19
comment Isometric smooth fog
@LaurentCouvidou, one thing, you are saying to set the fog matrix from 0.0 to 1.0 manually right? And not setting 0 or 1 only?
Dec
19
revised Isometric smooth fog
added 176 characters in body
Dec
19
comment Isometric smooth fog
I've edited the original post for the code. I just draw the tile and the tile_color is like a tweak to colorize...
Dec
19
comment Isometric smooth fog
@PandaPajama , the thing is that the visible area is not centered and constant, it moves depending on the character's direction. Besides, there has to be a way that doesn't involve adding images to do the trick.
Dec
18
revised Isometric smooth fog
added 90 characters in body
Dec
18
comment Isometric smooth fog
But what about the fog moving as the player moves, by pixel and not by tile? It's pretty much the same result as the answer below.
Dec
18
comment Isometric smooth fog
This perfectly works but the gradient is between tiles and not between pixels ina single tile.