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visits member for 2 years, 6 months
seen Jul 19 at 20:19

Jan
13
comment How do I spawn enemies with a delay using threads?
I personally think this is a better way to do it. Mostly because I don't like to sleep threads myself. stackoverflow.com/a/4044793/838023
Jan
10
comment How to avoid texture bleeding in a texture atlas?
I also was going to suggest CLAMP like @Kylotan, i never use REPEAT unless for a specific reason. I see the same thing but if its still there without Mipmap enabled, its a resampling issue causing the artificat, not matter what level mip is being used/not used.
Jan
10
comment How to avoid texture bleeding in a texture atlas?
Can you use aniso at all? GL_TEXTURE_MAX_ANISOTROPY_EXT that might help some..
Jan
10
comment How to avoid texture bleeding in a texture atlas?
Have you looked at this article? gregs-blog.com/2008/01/17/…
Jan
10
comment How to avoid texture bleeding in a texture atlas?
I think this is due to how the system is downscaling the texture in your min filter. It may look like a mipmap issue since it's exaggerated by distance but that to me indicates resampling rules set in the min filter?
Jan
8
comment How to avoid texture bleeding in a texture atlas?
I had this problem before and it was solved by adding 1-2 pixel padding in your atlas between each different texture.
Dec
19
comment OpenGL - white edges on cubes
Does wrapping the textures do anything different? What does the texture look like/size that you're binding to?
Nov
25
comment How do I make a fiery particle system?
There are some examples here: beta.unity3d.com/3.5-preview/ShurikenExamples.zip
Nov
17
comment Unity scaling instantiated GameObject at Start() doesn't “keep”
Something's not right if it doesn't show up immediately with correct scale. Can you post the entire MonoBehavior script?
Oct
11
comment Unity3D map form cubes
You forgot the homework tag.
Oct
10
comment Why are trees shining in background?
@Kinected - That would be one way. If I were you, I would look at the shader pass that renders the billboarded tree at distance and see what lighting it's using. The problem with using that toolkit is that it doesn't work for every scenario and probably works much better in day/evening light setups.
Oct
2
comment Why are trees shining in background?
Unity terrain trees are rendered out to textures at a given distance which is what you are seeing. You would have to dig into the shader that is used to render the billboarded textures at distance and see how it's being affected by your lighting setup.
Sep
28
comment Do you need expensive servers and fancy hosting in order to make a multiplayer game?
Yes, it's a great idea on paper but like you said, for matchmaking, lobby or leaderboard you need a central server.
Sep
16
comment Unity3D 3.5 pro - Moving the camera vs setting draw distance
@stoicfury, this has been a problem with Unity for a while. To reset the camera far clip plane in the edtior, you basically have to focus on the gameobject you want it to target by double clicking on the object or in the scene editor.
Aug
11
comment Something like libgdx for C++ / cross-platform (with mobile) SDK
I was actually talking about gdx++ that @junkdog mentioned but I think it's not being kept up to date.
Aug
8
comment Am I allowed to release an app I developed with Xcode on windows?
Yea, just make sure it's an Intel based Mac, the old Minis are PPC and won't work with xcode/ios dev.
Aug
8
comment Android “Activities” — one or many for games?
Yea but that advice doesn't translate over well when you have to spin up a gl context every time you want to jump to another Activity. It's best to run a single graphics context and use a screen interface as is supported in libgdx and andengine.
Aug
3
comment Errors happen when using World.destroyBody( Body body )
This is most likely the problem. @minami I did post a solution here that you would need to call outside the world.step() gamedev.stackexchange.com/questions/27113/…
Jul
10
comment Enabling and Disabling children in Unity
Have you tried docs.unity3d.com/Documentation/ScriptReference/…
Jul
7
comment Are native code obfuscations needed to prevent piracy of Android games?
+1 Even though I agree that you shouldn't worry too much about piracy, ProGuard is pretty easy to learn and use. I think it's better than publishing your stuff wide open. It's not foolproof but it will keep the novices from ripping you off.