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  • 24 votes cast
Sep
30
comment Why does my game loop speed vary on different platforms with the same hardware?
I don't get it...You say the speed of the game is not stable, but your functions receive the elapsed time... So for instance, if animal A walks 1 unit per second, and you run update(2), it walks 2 units. It walked 2 units in 2 seconds which makes it walk 1 unit per second. If you give update function the argument 3, the speed would be the same, so what Am I missing here? The game logic shouldn't be running at a constant speed?
Sep
26
revised Implementing fog of war in opengl es 2.0 game
improved formating
Sep
26
asked What's the recommended way of doing a HUD for an android game?
Sep
22
comment How to handle loading and keeping many bitmaps in an Android 2D game
@TheMaster42 about your first comment... see this: stackoverflow.com/questions/12428493/… !
Sep
20
comment Diamond-square terrain generation problem
+1 for linking to my teacher's site xD
Sep
20
comment Better way to generate enemies of different sub-classes
@KDiTraglia If you want to know more about java reflection stuff, check this out: tutorials.jenkov.com/java-reflection/index.html
Sep
20
revised XNA RTS A* pathfinding issues
spelling
Sep
20
answered XNA RTS A* pathfinding issues
Sep
20
comment Better way to generate enemies of different sub-classes
First question: Yes, className is the complete name of the class: "namePackage.NameClass". Second question: Yes, there is, you can have this: Class[] array = new Class[]{Class.forName(className1),Class.forName(classNam2)}; or this: List<Class<?>> arrayOfClasses = new ArrayList<Class<?>>(); arrayOfClass.add(Class.forName(className); );
Sep
20
awarded  Scholar
Sep
20
accepted Implementing fog of war in opengl es 2.0 game
Sep
20
answered Better way to generate enemies of different sub-classes
Sep
20
awarded  Supporter
Sep
19
awarded  Teacher
Sep
19
answered Best practice for designing a risk-style board game
Sep
19
answered Implementing fog of war in opengl es 2.0 game
Sep
18
comment Implementing fog of war in opengl es 2.0 game
It's a RTS, so, like Age of Empires. The thing is in OpenGL changing the color of many individual vertexes one at a time is expensive I think. I know nothing about XNA, but CPU-GPU communication is generally costly. So it might even be more efficient to send the whole chunk of vertices just once even if they keep the same color OR have all the vertexes being tested inside the fragmentation shader. Anyways, I think a pixel oriented solution would fit my purposes better instead of a vertex oriented one. I'll see if I can do something with the stencil buffer!
Sep
17
revised Implementing fog of war in opengl es 2.0 game
added 131 characters in body
Sep
17
revised Implementing fog of war in opengl es 2.0 game
added more information
Sep
17
comment Implementing fog of war in opengl es 2.0 game
I don't know why, I've got the feeling there's simpler solution around the corner I'm not seeing. Do you know anything about the stencil buffer? I don't know if opengl es 2.0 supports it, but in case it does, wouldn't it be possible to draw visibility white circles in it and then somehow use that has a clipping mask for the shadowing ?