| bio | website | |
|---|---|---|
| location | Poland | |
| age | 24 | |
| visits | member for | 1 year, 4 months |
| seen | 6 hours ago | |
| stats | profile views | 103 |
GitHub: https://github.com/dreta
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Oct 23 |
revised |
Logic in Entity Components Systems added 119 characters in body |
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Oct 23 |
answered | Logic in Entity Components Systems |
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Oct 14 |
comment |
'Spring' physics nevermind, you assume that mass is one so it's like F = a and you can ommit calculating acceleration before modifying speed, i'm a dummy |
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Oct 14 |
comment |
'Spring' physics annother thing, not trying to nit pick, the equations you edited in don't account for the minus sign in the force equation, also you're calculating force the whole time, that translates to acceleration and that to velocity, so i don't think it's appropriate to mention velocity everywhere like you're calculating that (you aren't), i'm not good with physics though, so i may be wrong, it's a good answer otherwise imho +1 |
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Oct 14 |
comment |
'Spring' physics i'm not saying this is a big deal, it's just that there's a less expensive way of doing this (unless we are talking about using look-up tables, like you've mentioned), that's why i'm asking if there's any reason why people use angles or is it just a habit, i'm not trying to be rude |
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Oct 14 |
comment |
'Spring' physics You need to calculate the distance anyway, so it's just a division, besides even if it wasn't, square root is hardware accelerated these days and trigonometry functions aren't |
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Oct 14 |
comment |
'Spring' physics is there any reason why people keep using angles to calculate this, isn't it easier to just subtract one position from annother and then just normalize that, multiply by a value (in this case the force) and add that to the old vector, it should be way less expensive than trigonometry |
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Oct 10 |
revised |
Is this a reliable method of parsing glGetShaderInfoLog()? added 65 characters in body |
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Oct 10 |
answered | Is this a reliable method of parsing glGetShaderInfoLog()? |
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Oct 4 |
answered | Orthogonal projection and world transform |
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Sep 30 |
comment |
Rendering a 2D Sprite in 3D space it's not 2.75D or whatever, it's regular 3D, only that sprites are rendered as "flat" polygons with textures, that gives the 2D illusion, bilboarding is applied when necessary, but not all of the time, which isn't anything special, it's used widely in 3D engines for impostors to increse performance. if you want to make a game like that then read up on 3D rendering theory because that's all it is, no tricks or anything like that. |
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Sep 29 |
comment |
What's the standard location of a 3D clipping box? @KendallFrey here's a good paper on clipping in homogenous space if you're interested research.microsoft.com/pubs/73937/p245-blinn.pdf |
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Sep 27 |
answered | Good resources for 2.5D and rendering walls, floors, and sprites |
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Sep 26 |
comment |
What is the best degree Computer Engineering or Software Engineering? in CE you'll be learning intermediate (i guess) physics for the context of electronics, how power supplies and electic engines work, etc. other than that it's the same thing as CS, algorithm theory, operating system theory, programming, software engineering, if you want to be making games then there's aboslutely no reason to go for CE unless you want to make your own console or something, also the chances of meeting people who'll want to do projects with you should be easier in CS and SE, there aren't that many programmming enthusiasts or designers in CE |
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Sep 23 |
comment |
What is a right datatype in C++ for OpenGL scene representation with use of GLSL do you "refill" with push_back()? because if so then you might be constantly reallocating close to 100MB of memory when loading the last vertices |
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Sep 23 |
comment |
Would like some help in understanding rendering geometry vs textures @Anon why accept this? it'd be nice if somebody would explain this from a technical point of view instead of saying "if rendering large amounts of verteices was efficient then we wouldn't have normal mapping", because you've asked a good question and this answer is hardly more than stating the obvious |
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Sep 20 |
comment |
Best Way To Develop Robust Cross-Platform Application? the guy wants to create a casual 2d game with little art and you're recommending OpenGL... come on |
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Sep 20 |
answered | Will C++ remain viable for game engines in somewhat distant future? |
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Sep 18 |
comment |
List of 3D libraries based on WebGL It'd probably be a good idea to rename the title to "List of 3D libraries based on WebGL". It's not that huge for people looking at it now, it's easy to figure out what you mean, but when people will do searching for 3D engines for JS later they may not find this. |
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Sep 14 |
answered | Rotate model using quaternion |

