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seen Sep 30 at 10:11

Aug
3
awarded  Yearling
May
25
awarded  Good Answer
May
9
comment How do I use tiles and sprites together in an isometric scene?
@Sidar Much of what we're discussing here in the comments seems very specific to your particular game though, so I don't think I'll be able to give good, precise answers that couldn't be found more easily by waiting until there's a problem and then trying out different ways to fix it. (That's assuming you're not making a mobile game. If you are you should probably (no experience here) cache as much as possible of the rendered scene to avoid draining the battery too quickly, even if you don't hit immediate performance problems.)
May
9
comment How do I use tiles and sprites together in an isometric scene?
@Sidar That should be fast enough for almost any application then. If you use linked lists as buckets you can reduce the amount of "empty" space allocated, if the amount of sprites per bucket varies more than an implementation specific amount. Since you can usually remove or insert linked list nodes, you don't have to destroy and reallocate any objects when moving an item from one list to another. With a doubly linked list you also have a reference to the previous item, so if a sprite knows about its list item you can pick it from the old position and insert it into the new bucket very quickly
May
8
comment How do I use tiles and sprites together in an isometric scene?
@Sidar If you never move anything from the midpoint of a tile then the pigeon hole algorithm should be viable, but a better option might be organizing your scene in such a way that it updates when sprites move between tiles and has a persistent ready-to-render structure, like a grid of the tiles. If you reuse (doubly) linked list items this can be done fairly efficiently.
May
8
answered How do I use tiles and sprites together in an isometric scene?
Aug
3
awarded  Yearling
Jul
24
comment P2P card game: Shuffling without knowing the final order?
Side note: "verifiable + difficult to guess" can be applied to all situations where secrets have to be "locked in place", so in theory it's possible to create a strategy game with fog of war similarly, signing the partially secret actions as the game goes on and revealing them after it ends, when no unfair advantage can be gained.
Jul
24
revised P2P card game: Shuffling without knowing the final order?
added step for shuffling own deck, to avoid letting others force or predict cards in a rematch
Jul
24
answered P2P card game: Shuffling without knowing the final order?
Jun
25
awarded  Caucus
Aug
3
awarded  Yearling
Feb
4
comment How to draw efficiently large number of objects with alpha blending?
They will still flicker if it's not exact. Drawing the fully opaque pixels with z-buffer enabled without blending and the partially transparent ones with depth-sorting back to front in a second pass after all opaque geometry was drawn should be more efficient.
Feb
4
comment How to draw efficiently large number of objects with alpha blending?
Occlusion checking between trees won't work, as the textures are at least partially transparent and the target tree is a billboard and not a point. Occlusion checking against other objects may work though. Z-buffer sorting doesn't work properly on semi-transparent pixels, wich is why they must be drawn back to front. Culling is a good idea if you do it before sorting the trees.
Feb
4
comment How to draw efficiently large number of objects with alpha blending?
Where is the bottleneck: on the CPU or the GPU?
Nov
7
comment Heightmap, Voxel, Polygon (geometry) terrains
@MartinSojka Thanks for pointing this out, I've corrected my answer. Now that I've thought about it, the reason why so many games use heightmaps is probably that they work well for collision detection and that they're really easy to edit.
Nov
7
revised Heightmap, Voxel, Polygon (geometry) terrains
correction about memory usage of mesh geometry terrain, added note about physics performance with heightmaps and mesh terrain
Nov
6
comment Heightmap, Voxel, Polygon (geometry) terrains
@NickWiggill The meaning of "voxel" seems to have changed quite a bit in the last 10 years. I'm going with the current Wikipedia definition of voxels as values on a regular 3D grid. The entry on Outcast mentions the difference in meaning. I've added to my answer to clarify this.
Nov
6
revised Heightmap, Voxel, Polygon (geometry) terrains
clarified voxels
Nov
6
revised Heightmap, Voxel, Polygon (geometry) terrains
added Voxatron