| bio | website | imagine-random.blogspot.pt |
|---|---|---|
| location | Portugal | |
| age | 21 | |
| visits | member for | 8 months |
| seen | May 1 at 2:02 | |
| stats | profile views | 9 |
I'm taking a masters degree in informatics engineering, specifically in the areas of computer graphics and applications engineering at University of Minho, Portugal. I like digital arts and graphic design - http://cargocollective.com/joxnas - and I play guitar in my spare time. Occasionally I write a post in my blog too: http://imagine-random.blogspot.pt
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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/… ! |
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Sep 20 |
comment |
Diamond-square terrain generation problem +1 for linking to my teacher's site xD |
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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 |
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Sep 20 |
revised |
XNA RTS A* pathfinding issues spelling |
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Sep 20 |
answered | XNA RTS A* pathfinding issues |
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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);
); |
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Sep 20 |
awarded | Scholar |
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Sep 20 |
accepted | Implementing fog of war in opengl es 2.0 game |
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Sep 20 |
answered | Better way to generate enemies of different sub-classes |
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Sep 20 |
awarded | Supporter |
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Sep 19 |
awarded | Teacher |
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Sep 19 |
answered | Best practice for designing a risk-style board game |
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Sep 19 |
answered | Implementing fog of war in opengl es 2.0 game |
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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! |
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Sep 17 |
revised |
Implementing fog of war in opengl es 2.0 game added 131 characters in body |
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Sep 17 |
revised |
Implementing fog of war in opengl es 2.0 game added more information |
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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 ? |
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Sep 17 |
comment |
Implementing fog of war in opengl es 2.0 game Your second suggestion seams a little too far fetched for me but i liked this: "For every movement of your player,you can check for all the vertices if they are within the range and blend the shadow color. I don't think that would slow down the game even for a dense grid." But there are always moving units in my game, so I would be doing this every render?. This may very well be a valid solution, but isn't it equivalent to sol 2 I presented?. However I'm afraid it could drop FPS for the level of detail I want...I'm trying to make a simple,but beautiful game. |
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Sep 17 |
awarded | Student |
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Sep 17 |
awarded | Editor |