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Jan
6
comment Taking advantage of multithreading between game loop and openGL
The datastore that is common to your engine and your renderer should not be your game objects. It should be some representation that the renderer can process as quickly as possible.
Jan
5
comment Taking advantage of multithreading between game loop and openGL
One common datastore, one lock.
Oct
28
comment Transmission implementation in a car game
There is no exact number of RPM drop between each gear. It's a ratio, as @Baldrickk points out. And while it's a great idea to have the output of the transmission be torque rather than speed, a discussion of wind resistance and verlet integration is a little outside the scope of the question, no?
Sep
24
awarded  Autobiographer
Sep
11
comment OpenGL - drawElements 2D imposible z-sorting (textured)
Sorting by texture is an optimization. Sorting by depth is, as you describe it, a requirement. You optimized too early. Roll back your optimization, sort your draw calls in a way that gets the output you want, THEN optimize as necessary.
Oct
4
comment Interpolation gives the appearance of collisions
+1 point for being the only responder who identified that the original poster is describing extrapolation, not interpolation.
Mar
30
awarded  Supporter