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Mar
19
awarded  Yearling
Mar
5
reviewed Approve What are the differences betwen Texture, TextureRegion, TextureAtlas, Sprite and Image in libgdx?
Mar
5
comment What is Vulkan and how does it differ from OpenGL?
Also Mantle -> Lava -> Volcano -> Vulkan.
Mar
3
comment What is Vulkan and how does it differ from OpenGL?
It may be worthwhile to point out that Vulkan is basically a highly-iterated version of Mantle: community.amd.com/community/amd-blogs/amd-gaming/blog/2015/03/… The API conventions seem somewhat similar to DSA OpenGL, except with the ubiquitous gl prefix replaced with vk: blog.imgtec.com/powervr/…
Mar
3
awarded  Revival
Mar
2
revised In OpenGL what's quicker, lots of smaller VAOs, or one large one updated each frame?
edited body
Feb
27
reviewed Approve Is it legal to pack LibGdx libraries in my jar file? And to obfuscate them?
Feb
26
reviewed Approve Unity PolygonCollider2D acts different on iOS Device
Feb
26
comment Equation for exponential deceleration so the objects “stops” at destination
That's where I would suggest incorporating it into an analytical model. You can break it into three parts of the journey - acceleration until the max speed, cruising until close to the target, and then deceleration to a stop. It might be worthwhile to calculate a starting/stopping distance (assuming the same rate of acceleration/deceleration) so that you don't have to integrate for a changing value of k.
Feb
26
comment How should I choose between Vec3 and Vec4?
Remember that the cross product is a common operation and is inapplicable to 4-component vectors. The only time I would use a 4-component vector in the client code is either as an alpha-blending color, internally when transforming by a 4x4 matrix, or for texture coordinates when it is important to fix affine texture mapping. Of course there is the other camp that would say to implement everything using 4-component vectors (__m128s) anyways for the SSE capabilities.
Feb
26
revised Get normal dependent on collisions position
added 21 characters in body
Feb
26
revised Get normal dependent on collisions position
added 102 characters in body
Feb
26
answered Get normal dependent on collisions position
Feb
26
answered Equation for exponential deceleration so the objects “stops” at destination
Feb
24
awarded  Good Answer
Feb
24
revised In OpenGL what's quicker, lots of smaller VAOs, or one large one updated each frame?
added 7 characters in body
Feb
24
answered In OpenGL what's quicker, lots of smaller VAOs, or one large one updated each frame?
Feb
22
reviewed Reject What are some good game development programs for kids?
Feb
21
awarded  Popular Question
Feb
15
comment Locked frame rate
Typically if you wanted to limit your loop to a certain frequency (say 30 Hz), after each render you'd sleep for 1/30 seconds minus the amount of time it already took to complete that frame. However, since sleeping is quite imprecise, it's probably easier to just do a two refreshes per render to halve the render frequency.