461 reputation
111
bio website imagine-random.blogspot.pt
location Portugal
age 22
visits member for 1 year, 10 months
seen Jul 1 at 10:33

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


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 ?
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.
Sep
17
awarded  Student
Sep
17
awarded  Editor