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seen Dec 12 at 12:26

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.
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
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
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
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.
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.
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
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
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.
Apr
5
comment How do I save data to the iPhone properly and securely?
oh, so I store my data in a plist, and the checksum using NSUserDefaults? It's not singleplayer game, I'm planing on using gamecenter.
Apr
5
comment How do I save data to the iPhone properly and securely?
aren't plists easy to "hack"? because saving data to a plists and using NSUserDefaults is something completly diferent right?
Apr
5
comment How do I save data to the iPhone properly and securely?
Nice article. I won't save a lot of things, so it's better to send a string instead of NSData, ,right? That string is just all the things i want to save and more (like the udid, etc) concatenated?
Apr
5
comment How do I save data to the iPhone properly and securely?
@JohnCalsbeek, So better not to use keychain?
Apr
5
comment How do I save data to the iPhone properly and securely?
The thing is that I'm new to iOs programming, and I can't find a good source of code of encryption, or the ones I find aren't very clear for me.