| bio | website | nickthecoder.wordpress.com |
|---|---|---|
| location | Jamaica | |
| age | 20 | |
| visits | member for | 9 months |
| seen | May 18 at 17:13 | |
| stats | profile views | 10 |
a young jamaican with a passion for game design
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Apr 17 |
awarded | Teacher |
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Jan 18 |
awarded | Scholar |
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Jan 18 |
comment |
Protecting XNA Assets o ok, i guess you're right |
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Jan 18 |
accepted | Protecting XNA Assets |
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Jan 17 |
awarded | Editor |
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Jan 17 |
revised |
Protecting XNA Assets added 313 characters in body |
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Jan 17 |
comment |
Protecting XNA Assets 3d ripper dx may be a problem :/....any way to work around it? |
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Jan 17 |
awarded | Supporter |
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Jan 17 |
comment |
Protecting XNA Assets what are the limitations? |
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Jan 17 |
awarded | Student |
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Jan 17 |
comment |
Protecting XNA Assets this article proposed a possible solution i might look into: c-sharpcorner.com/uploadfile/iersoy/… |
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Jan 17 |
asked | Protecting XNA Assets |
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Jan 16 |
comment |
Changing Yaw, Pitch And Roll OpenGL check this out : math.stackexchange.com/questions/147028/… |
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Jan 16 |
answered | Rushing water in unity |
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Aug 25 |
comment |
Reducing Memory Use on OpenGL ES the link suggests u create a fallback if texture compression isnt supported. My suggestion is to store backup 256x256 or 512x512 of each image. That would make your app bigger tho, so i suggest you resize the 1024x1024 images after loading them instead. this should help: thinkandroid.wordpress.com/2009/12/25/resizing-a-bitmap |
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Aug 25 |
awarded | Autobiographer |
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Aug 25 |
answered | Reducing Memory Use on OpenGL ES |