| bio | website | |
|---|---|---|
| location | ||
| age | 24 | |
| visits | member for | 10 months |
| seen | Jun 13 at 13:37 | |
| stats | profile views | 38 |
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Jun 11 |
awarded | Caucus |
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Mar 22 |
reviewed | No Action Needed How do I adjust the origin of rotation for a group of sprites? |
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Mar 22 |
comment |
How to draw different textures on my cubes DrawUserIndexPrimitive with XNA? Im not 100% sure, but maybe try using a single effect for every object. If the whole thing is batched the actual draw will happen AFTER you changed the effect back and forth and therefore only apply the last texture set. |
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Mar 18 |
answered | 3D turret tracking in XNA 4.0 |
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Mar 18 |
awarded | Citizen Patrol |
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Mar 18 |
reviewed | No Action Needed GLES2 rendering performance for different iPad generations |
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Mar 18 |
reviewed | Reviewed Voxel engine artifacts |
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Mar 18 |
reviewed | No Action Needed Why (SDL) animated filled-circle leaves trail of movement? |
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Mar 18 |
reviewed | No Action Needed 3D turret tracking in XNA 4.0 |
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Mar 18 |
answered | games logic based on closed shapes |
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Mar 18 |
reviewed | Reviewed Python 3d game engine? 2013? |
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Mar 18 |
comment |
Python 3d game engine? 2013? Please check out the FAQ gamedev.stackexchange.com/faq |
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Mar 1 |
reviewed | No Action Needed Making a Box2D ball bounce to constant height |
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Feb 27 |
answered | Create Random Platformer-Gameworld |
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Feb 22 |
comment |
What is the point of caling Draw() as often as possible? Ok MSDN seems not well formulated there. I think the idea is do call Draw as often as necessary. When there was no Update call nothing in the game world should have changed, so it would be a waste of ressource to draw exactly the same frame again. Therefore: DrawCalls <= UpdateCalls. With this information the capping of Update to refresh rate makes sense. Monitor can´t output more frames than refresh rate allows. Therefore drawing frames in between will be a waste because they never will be shown. |
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Feb 21 |
comment |
What is the point of caling Draw() as often as possible? The behaviour you describe is set up to work against lagging gameplay. Because Update still triggers with 60 fps your game logic will be stable. As well as draw not beeing called so often your game will get the 'is running slow' flag set. So you can tune down your effects or graphic stuff so your Draw calls can catch up |
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Feb 21 |
answered | What is the point of caling Draw() as often as possible? |
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Nov 13 |
reviewed | Reviewed Amazon GameCircle Integration |
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Nov 13 |
reviewed | Reviewed how to change the number of rendered frames in Blender |
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Nov 9 |
reviewed | Reviewed Where can i find tutoral for Designing building in 3dsmax |