| bio | website | |
|---|---|---|
| location | ||
| age | 24 | |
| visits | member for | 7 months |
| seen | May 9 at 13:04 | |
| stats | profile views | 0 |
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Jan 23 |
accepted | XNA 3D custom shader/effect gives shakey rendering in the distance |
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Jan 23 |
answered | XNA 3D custom shader/effect gives shakey rendering in the distance |
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Jan 22 |
revised |
XNA 3D custom shader/effect gives shakey rendering in the distance edited title |
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Jan 21 |
awarded | Editor |
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Jan 21 |
revised |
XNA 3D custom shader/effect gives shakey rendering in the distance added 289 characters in body |
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Jan 20 |
asked | XNA 3D custom shader/effect gives shakey rendering in the distance |
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Oct 16 |
accepted | XNA move from start position to target position exactly in 3D |
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Oct 14 |
comment |
XNA move from start position to target position exactly in 3D Yes but if I use linear interpolation how do I ensure the character reaches the exact target location? Ie: if I move in the direction of the target location on each update how do you end on the exact target location if the speed you are travelling * the elapsed time overshoots the target location? |
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Oct 14 |
asked | XNA move from start position to target position exactly in 3D |
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Oct 9 |
awarded | Scholar |
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Oct 9 |
awarded | Supporter |
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Oct 9 |
accepted | XNA GameTime TotalGameTime slower than real time |
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Oct 8 |
comment |
XNA GameTime TotalGameTime slower than real time I can't find a property of stopwatch that is IsRunningFast? It is the stopwatch that appears to be real time and the GameTime is slower than real time. The reason I'm not using the same method in the game and on the server is because I thought that the GameTime was essentially the real time? If I use a stopwatch on the client as well - would the stop watch count the same time regardless of performance on different machines? IE: would 3 different players on different spec machines all match the server stop watch? |
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Oct 8 |
awarded | Student |
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Oct 8 |
asked | XNA GameTime TotalGameTime slower than real time |