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seen Sep 10 '13 at 8:06

Dec
18
comment Isometric smooth fog
This perfectly works but the gradient is between tiles and not between pixels ina single tile.
Dec
18
comment Isometric smooth fog
I've already thought about instead of on or off tile, add some levels. But the thing is, the player moves smoothly by pixel, the map "camera" also moves by pixel. So for example, if the player moves 5 pixels, the fog should also move only 5 pixels and not wait until it moves a complete tile.
Dec
18
awarded  Promoter
Dec
18
revised Isometric smooth fog
added 73 characters in body
Dec
15
asked Isometric smooth fog
Dec
5
awarded  Popular Question
Nov
27
answered Admob banner not getting remove from superview
Nov
26
accepted Collision resolution - Character walking on ascendent ground
Nov
26
comment Collision resolution - Character walking on ascendent ground
Well I just want know the all the possibilities. But yeah, I understand now.
Nov
26
accepted Direct3d - Code structure
Nov
26
comment Collision resolution - Character walking on ascendent ground
How about if the plane slope is too much like this __/ The normal would get him back where he came from if we apply the 2nd method.
Nov
25
comment Typical collision detection
Well what if the wall is not facing on an axis, I think the best solution is Eric's one.
Nov
25
asked Collision resolution - Character walking on ascendent ground
Nov
23
accepted Typical collision detection
Nov
23
asked Typical collision detection
Nov
21
comment Direct3d - Code structure
I didn't mean hardcoding, I meant having to do D3DXCreateTextureFromFileExonly in GraphicLayer. I would personally create my object classes and instance there the LPDIRECT3DTEXTURE9. But that way if you wanted to change the renderer you'd have to change pretty much every class. That's why I'm asking, the standard way of structuring.
Nov
21
asked Direct3d - Code structure
Nov
9
awarded  Popular Question
Oct
28
awarded  Popular Question
Sep
15
awarded  Popular Question