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May
22
comment How to save and restore Bullet Physics state?
That's an interesting approach. Unfortunately it doesn't help me, as I'm using the Java port where memory is managed by the JVM. For others this sounds helpful. How do you connect the restored Bullet memory to the rest of the game world when loading?
May
22
awarded  Popular Question
May
13
comment How I reuse the same vertex data, but have different colors, for my sphere objects?
Sounds like instancing is what you are looking for. See opengl.org/wiki/Vertex_Rendering#Instancing
May
12
reviewed Reject suggested edit on Where can I find free sprites and images?
May
11
comment How to load resources in LWJGL
How is this question different from your previous question?
May
9
comment (LWJGL) Exporting Textures with JarSplice
Your problem is that you are using FileInputStream to load resources. You should use ClassLoader.getResourceAsStream or similar. See gamedev.stackexchange.com/a/50967/2158
Apr
15
comment JBullet - Detecting when 2 objects collide?
It goes inside the internalTick implementation of the first snippet replacing the comment.
Apr
14
answered JBullet - Detecting when 2 objects collide?
Apr
2
reviewed Approve suggested edit on Moving an object toward another object on sphere knowing their quaternions
Apr
1
reviewed Approve suggested edit on Andengine how to change the onscreen control directions?
Mar
29
comment How to use LWJGL Vertex Buffer Objects?
@Gamefreak0 Sorry I read your question too quickly. I hope my new answer is more helpful.
Mar
29
answered How to use LWJGL Vertex Buffer Objects?
Mar
28
comment How to use LWJGL Vertex Buffer Objects?
See my answer to the same question on Stackoverflow: stackoverflow.com/questions/6172308/opengl-java-vbo/…
Mar
23
reviewed Reject suggested edit on Dynamic Dijkstra
Mar
20
answered GLSL: sampler2D fallback to constant color?
Mar
12
awarded  Guru
Mar
8
comment XNA HLSL Shader Glow
@mk1 Blurring in frequence domain is a simple operation, see Convolution. This reduces the complexity of abritrary sized blur to O(1) per pixel. This doesn't include the complexity of the Fourier transformation though, which is heavier than a traditional blur with a small blurring kernel.
Mar
3
reviewed Approve suggested edit on Smooth Camera Offsets
Mar
3
reviewed Reject suggested edit on Tower Defense Search Enemies Efficiently
Feb
28
comment OpenGL - How to use depth checking and alpha blending at the same time?
You only need to sort the translucent objects and render them after all solid objects.