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4h
comment How can I allow players to draw decals for their avatar and items?
THat is fine, opinions are just opinions; like I said, drawing is a matter of tracking mouse events and designing a gui. It is not really something to cover in a question.
4h
comment Random undirected graph generation
@KovacsAkos You pick two points and draw a line. To randomize a point, you pick a random x & y values and save them. To draw a line use the ShapeRenderer. These questions have nothing to do with graphs. Ask a new question instead.
19h
answered How to move around in a map and remember position?
1d
comment How to deal with extremly big numbers in javascript?
@Anko I agree with your comment but handling big numbers for game purposes might be different from doing so for other purposes. For instance you might fake or very roughly approximate the value because it is only for representational value and the exactness is not important. I suggested the same solution that I would for more precise purposes because it is simple enough to implement.
1d
answered How to deal with extremly big numbers in javascript?
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answered Avoiding singletons for puzzle system
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reviewed Leave Open How can I store Key/Button bindings separately in a datastructure?
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revised How can I allow players to draw decals for their avatar and items?
added 215 characters in body
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comment How can I allow players to draw decals for their avatar and items?
@UnholySheep I agree about the comment on ux and immersion but I don't think I want to be drawing things in a game unless it's done extremely well and even then it wouldn't add much to the gameplay experience if anything at all cause what I really want to do is kill things and find treasure. I do understand that doing this (uploads) could break immersion but that's why I would recommend using pre-generated symbols instead. I don't personally think custom symbols play a strong role in enhancing the game.
1d
comment How can I allow players to draw decals for their avatar and items?
@UnholySheep It is not difficult to align, it is normally a piece of mesh extracted from the model (like with extrude) but copied and pasted instead (from my experience it takes 15 minutes). I think it keeps things simple. I don't think you can back up the "wastes" computational power comment with a benchmark, it's highly negligible in reality. It could behave buggily however if not handled carefully cause the renderer might think its inside the model but that's another matter. Besides I was suggestion it cause someone said you couldn't layer textures on top of each other easily within Unity.
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comment How to animate clouds
This is an example of how specific questions need to be to get answered properly and not intimidate users who would otherwise be willing to help you. gamedev.stackexchange.com/questions/84135/…
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comment How to animate clouds
This is not a bad question but you need to break it into smaller segments if you expect good answers. It seems like you are asking about three different things: Animating clouds, rain particle effects & graphically representing the shift between night & day. This is too much for one question.
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reviewed Close Text Rendering free type2 with directx 11
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answered How can I allow players to draw decals for their avatar and items?
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reviewed Leave Open How can I allow players to draw decals for their avatar and items?
1d
reviewed Leave Open How do I make a 2D race car turn smoothly?
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answered How do I make a 2D race car turn smoothly?
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reviewed Leave Open How do I design very difficult games?
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revised How do I design very difficult games?
added 741 characters in body
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revised How do I design very difficult games?
added 741 characters in body