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awarded  Yearling
Aug
20
reviewed Approve OpenGL Vertex Array Object(VAO)
Aug
19
reviewed Approve Player in Spaceship
Aug
17
reviewed Approve How to add 3D Sprite on tmx file background using Cocos-2dx?
Aug
16
reviewed Approve Are there any open source CCG projects?
Aug
11
reviewed Reject How to set borders in Rubik's cube using opengl GLSurfaceView
Aug
9
reviewed Approve Can I include a public domain book in my game?
Aug
4
comment What are the disadvantages of R-Trees in collision detection?
That GDC video you linked seems to contain the answer at 12:05 - "Dynamic objects doable / may eventually end up performing poorly". I don't think that is acceptable for anyone.
Aug
3
answered Optimized linear to sRGB GLSL
Aug
1
reviewed Reject OpenXDK Questions
Jul
20
comment Vertex Color won't pass to HLSL shader to be rendered
What are the changes performed in C# code to switch from your effect to BasicEffect? Also, what's the associated C# code for using your effect? Since the shader seems to be fine, I'm guessing there might be some issues in the usage code.
Jul
19
comment Vertex Color won't pass to HLSL shader to be rendered
From github.com/mono/MonoGame/blob/master/MonoGame.Framework/… - MonoGame seems to be using a different vertex data input structure. Perhaps you could using their struct (VSInputNmTxVc, with the same data types and member order) and see if that helps?
Jul
17
reviewed Approve Why does flipping 1 texture region cause an identical texture region to also be flipped? (libGDX)
Jul
16
reviewed Approve How to move the generated polygon horizontally in openGL?
Jul
15
comment Best collision algorithm for Axis Aligned Bouding Boxes
@SethBattin A low-end 1 GHz CPU on Android can easily crunch at least 100k hash table reads per second, you think 3200 two-instruction cache-efficient comparisons can slow anything down? No need to assume ridiculous things. Any tech this wouldn't work on was discontinued at least 10 years ago. As for "conflating" - you seem to be imagining things now. a) Nobody except you is talking about "bodies". b) OP wants to compare AABBs. c) At no point did I say that AABBs have to be integrated in AABB trees. P.S. BVHs have overhead, you know. It's not like they magically speed things up for free.
Jul
15
comment Best collision algorithm for Axis Aligned Bouding Boxes
@SethBattin I'm not sure what you think I'm saying. And what "bodies"? To my understanding, we're talking about AABBs here.
Jul
15
answered Best collision algorithm for Axis Aligned Bouding Boxes
Jul
13
answered Capturing small details in textures without making a huge map
Jul
12
reviewed Approve Color key or transparent images?
Jul
11
revised Achieving Retro Resolution with HD
fixed a minor typo in code