| bio | website | david-gouveia.com |
|---|---|---|
| location | Funchal, Portugal | |
| age | 25 | |
| visits | member for | 1 year, 5 months |
| seen | yesterday | |
| stats | profile views | 1,748 |
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13h |
awarded | Good Answer |
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May 7 |
awarded | xna |
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Apr 24 |
awarded | Guru |
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Apr 16 |
awarded | Necromancer |
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Apr 15 |
awarded | Nice Question |
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Mar 14 |
comment |
RPG Chance to Dodge formula @NicolBolas Well, in Disgaea you can go up to level 9999, and do damage in the billions per hit. It is ridiculous, but quite fun. |
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Mar 13 |
comment |
Mixing threads and coroutines in Unity3D Mobile It would appear so, but WaitForComplete is a Unity3D coroutine, so it only will run one iteration of the while loop every frame, then yields to let everything else in the game update. It's not blocking the thread :) |
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Mar 11 |
asked | Mixing threads and coroutines in Unity3D Mobile |
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Mar 4 |
comment |
Game Institute courses - DirectX version used? (SOLVED) About one year ago. But I've just logged in and checked, the contents of the DX courses are still using DX9. They have added two new chapters recently about shaders, but I think it's still DX9. |
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Mar 4 |
comment |
Game Institute courses - DirectX version used? (SOLVED) Everything that I've seen was using DX9. |
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Mar 4 |
revised |
How to set multiple times, in a single spritebatch, the same pixel shader parameter deleted 41 characters in body |
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Mar 4 |
answered | How to set multiple times, in a single spritebatch, the same pixel shader parameter |
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Feb 28 |
answered | Messed up UVs in Unity3D for Android |
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Feb 28 |
revised |
Messed up UVs in Unity3D for Android deleted 978 characters in body; edited title |
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Feb 28 |
asked | Messed up UVs in Unity3D for Android |
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Feb 18 |
awarded | Good Answer |
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Feb 17 |
reviewed | Approve suggested edit on Limit sprite to windows bounds? |
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Feb 7 |
comment |
Audio programming resources + This should have a lot of upvotes! |
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Feb 4 |
comment |
Is it good to sort objects list before every rendering? At least according to this comparison Insertion sort seems to perform a lot faster. The discussion section also says that "insertion sort has lower overhead". |
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Feb 4 |
revised |
Is it good to sort objects list before every rendering? added 11 characters in body |