| 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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Oct 29 |
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How do I limit the game loop? There are better options presented here: koonsolo.com/news/dewitters-gameloop For instance, you can do things in such a way that the render() is done in the free time left after doing the update() (and you can restrict the max number of times that the game can iterate without render). This way, if the game update/render time gets highter (because of low hardware or a more complicated part of the game), the game will keep updating the same amount of times (running at same speed) which is more important then rendering |
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Oct 29 |
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How do I limit the game loop? See this: gamedev.stackexchange.com/questions/37941/… I believe you may find your answer there. |
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Oct 28 |
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Are there any comprehensive resources for learning Google's PlayN framework? +1 I never heard about playN.! |
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Oct 26 |
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Setting density for Android game I never used canvas so I can't probably help you. In opengl you normally just need to care about the coordinates of things in the 'opengl world' . But one more thing, are you trying to achieve the same speed in terms of real world measures in all screens? Like 1inch per second? Cause its the only reason I see for using dpi here... If that's what you want its a little strange... Why would you need that instead of using the more common pixels per second, or even better, coordinates on which you abstract the notion of pixel..? |
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Oct 25 |
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Setting density for Android game Just to make it completely clear, you aren't using opengl are you? And, when you talk about different performance, you mean different speed right? Cause it's not the same thing... |
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Oct 23 |
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Panning a 3d viewport in 2d direction with rotated camera The illustration explaining my reasoning is done, I updated my answer :) |
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Oct 23 |
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Panning a 3d viewport in 2d direction with rotated camera Your camera rotates around 1 or 2 axis? My answer only takes into account rotation around a single axis. I'll create an illustration of it. |
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Oct 22 |
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Predicting enemy position in order to have an object lead its target Hah, forget about this solution. Now that this question has been merged, the first answer's links seam to contain better answers. |
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Oct 22 |
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Predicting enemy position in order to have an object lead its target @Larolaro I've added a graphical demonstration to my answer so you can understand it a little better. |
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Oct 22 |
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Panning a 3d viewport in 2d direction with rotated camera If you need help with my answer just say anything.... |
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Oct 20 |
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Predicting enemy position in order to have an object lead its target I can provide the conditions and solutions with the multiplication sign (*) so it is easier for you to port them to your programming language (Then you would only need to replace the ArcTan[...],Sin[...],Cos[...],Sqrt[...] and eventually the power sign (^). |
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Oct 20 |
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How was 20Q made? hehe, love it when this happens xD . |
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Oct 20 |
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Panning a 3d viewport in 2d direction with rotated camera @NoobGameDeveloper To know what the code above calculates see: people.sinclair.edu/nickreeder/eet155/PageArt/vector.gif |
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Oct 20 |
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Panning a 3d viewport in 2d direction with rotated camera In actionscript I think the atan2 function does exactly the same... try it. Anyway, if it doesnt work , use this: public static float vector2dAngle(float[] vector){
if(vector[0] != 0){
return (float) (vector[0] > 0 ? Math.atan(vector[1]/vector[0]) : Math.atan(vector[1]/vector[0]) - Math.PI);}
else{
return (float) (vector[1] > 0 ? Math.PI/2 : -Math.PI/2);}
} |
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Oct 19 |
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Can I randomly generate an endless road? So we are in a tile and we see the 8 tiles around us which can be walkable or non walkable. When we go to one of the walkable ones, are the 8 around it regenerated randomly (Meaning the tile we were previously can change) ? Or are the tiles we never saw the only ones that are generated? Cause if it is the first option the question doesn't make much sense.. You need to explain yourself better |
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Sep 30 |
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Implementing fog of war in opengl es 2.0 game @Gajoo You would need to draw some kind of shadow shape in black immediately after drawing units vision mask |
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Sep 30 |
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Why does my game loop speed vary on different platforms with the same hardware? You should also measure your game performance in render time instead of fps,since fps is not a linear measure. E.g, a drop from 600 fps to 300 fps (+1.67 ms of render time) is not as bad as a drop from 30 fps to 28 fps (+2.38 ms of render time). In your case its a diference of 1.33ms between windows and linux which is not too Much if you ask me. If your game runned at around 30fps you wouldnt even notice the difference. See this: mvps.org/directx/articles/fps_versus_frame_time.htm |
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Sep 30 |
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Why does my game loop speed vary on different platforms with the same hardware? The fact that the question title changed makes this answer look like it doesn't belong here... |
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Sep 30 |
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Why does my game loop speed vary on different platforms with the same hardware? I added an answer, thought I'm not really sure if it is what you wanted. About different FPS in different platforms, it probably has to do with the drivers being more optimized in different platforms, and also the way each OS deals with memory / threads / etc. |
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Sep 30 |
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Why does my game loop speed vary on different platforms with the same hardware? when you say faster, are you refering to the game logic or the FPS ? |