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visits member for 2 years, 1 month
seen Nov 17 at 18:27

I love coding and hope to be pilot someday. Two extremely unrelated hobbies / jobs, but hey, it's about me!


Sep
24
awarded  Autobiographer
Feb
18
awarded  Critic
Dec
24
comment 2D Sidescroller camera
Did you at all read my above comment? Its my choice to to use deprecated functions. I've been working with OpenGL for a few years now, but I chose to use the fixed function pipeline because its MY project. I have no idea why I would ever want to distribute it, therefore telling me that I shouldn't use deprecated functions because they may not be supported on certain graphics cards is pointless. Now please, let's not fill up the comments with arguing.
Dec
23
comment 2D Sidescroller camera
I have already started creating my own wrapper library. To be perfectly honest with you, I don't think this is relevant at all to my issue. Its my decision to use deprecated functions, and it doesn't matter in this instance because side scrollers can be made in the fixed function or programmable pipeline.
Dec
23
comment 2D Sidescroller camera
Oh, I'm sorry, did I ask for anyone's opinion on what I should be using? No. Of course I shouldn't be using immediate mode. But you know what, this is just a personal project and I don't feel like dealing with buffer objects right now considering this was supposed to only last for about a week. I find it annoying that people need to comment on that every time I ask for help, but don't answer my question. Thanks for pointing out the obvious yet again.
Dec
22
asked 2D Sidescroller camera
Dec
12
revised Passing through edges of AABB collision
added 1648 characters in body
Dec
11
comment Passing through edges of AABB collision
Actually, why would I need a loop? Can I not just grab the tiles without one?
Dec
11
comment Passing through edges of AABB collision
Ok thank you, I'll try that and come back later!
Dec
11
revised Passing through edges of AABB collision
added 385 characters in body
Dec
11
comment Passing through edges of AABB collision
x and y are the tile based movements. For instance, if I want to move up, I call my move method with an x value of 0 and a y value of 1. I realize its not a rounding error, more that its just since my tiles are in an array, the wrong tiles are being picked.
Dec
11
asked Passing through edges of AABB collision
Dec
11
comment AABB collision detection not detecting in some cases
I'm really confused, I can't seem to get it working no matter what I do. When I try to collide with multiple tiles, I actually get lots of bugs. Can you point me to a link or show me how to implement what I'm trying to do?
Dec
10
comment AABB collision detection not detecting in some cases
Right, but with my rounding will it not just do the same thing as it is now? Where it rounds off and picks the incorrect tile? That's why I think I need eight to account for when the player is in between tiles.
Dec
10
comment AABB collision detection not detecting in some cases
Ah, I see. I don't know why I didn't think of that. So, just to clarify I should check the eight tiles around the player (since the player is the size of tile), or should I just check the four tiles around the player? I think I should check all eight because like you said, I was stuck in between two tiles.
Dec
10
comment AABB collision detection not detecting in some cases
So if I understand correctly I should be checking for two tiles in every direction I move instead of one and see if I collide with either? For instance, when moving down I should check the two potential tiles under the player? Is this his its normally done? I was always told only to check the tiles directly touching the player.
Dec
10
comment AABB collision detection not detecting in some cases
But wait, no that makes no sense because I'm dividing to find my world coordinates. How does that make any sense?
Dec
10
comment AABB collision detection not detecting in some cases
So should I check if I'm moving to the left and then instead multiply to find my position?
Dec
10
asked AABB collision detection not detecting in some cases
Nov
25
comment Storing attributes in static geometry
Oh sorry, I don't think you understand what I meant. I'm not performing pixel based lighting on my cubes, I'm performing voxel based lighting. That means every voxel has it's own light level, and I color the tile accordingly. I don't need shaders for this besides the standard fragment shader. Also, please don't tell me I don't know what I'm doing, that's just rude. I know what I'm doing, I've been working with 3D for a year now.