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Aug
24
comment Unity 5 Networking Send Rate: Send Rate is Zero but server movement is still happening
Maybe 0 is not a valid value and is clipped to 1?
Aug
20
comment Do professional 3D modelers use human bases?
Depends on the person, depends on the project, depends on the team. I'm sure that there have been cases where bases like these have been used, and projects where they haven't. It is not possible to generalize this. Is there a specific problem you're facing?
Aug
1
comment RPG Game Graphics Help/Review
@PlatyPi: You are the only one who can answer that question
Aug
1
answered RPG Game Graphics Help/Review
Jul
31
comment Does game servers use optimised packet builders?
Is there a particular problem that you're facing? This site is not meant for such type of discussions, like a forum is.
Jul
31
answered How to package a Windows c++ game?
Jul
28
revised How Can I Make These Collisions Work Outside Of Unity's Built-In? (C#)
fixed code formatting
Jul
22
reviewed Reject GLFW/LWJGL black screen flicker issue
Jul
20
awarded  Enlightened
Jul
17
awarded  Nice Answer
Jul
15
answered How do you allow networking code to be written in the later stages of the development?
Jul
13
comment Do I need to use SteamWorks in my game to have it on steam?
It's not necessary
Jul
4
revised Do I need TCP socket?
added 40 characters in body
Jul
3
answered Do I need TCP socket?
Jul
1
answered How does hidden surface removal work?
Jun
26
comment how to rotate a 3d instance using an HLSL shader
I think this is a great place to start
Jun
26
comment how to rotate a 3d instance using an HLSL shader
How about you start with simpler things that don't require advanced topics such as instantiation?
Jun
26
comment how to rotate a 3d instance using an HLSL shader
How about passing an array of floats the same size as your instance count, and you rotate by the amount specified in the element of that array corresponding to the instance identifier?
Jun
26
comment Working around the current sad state of mobile GPU drivers
@R1ck77: I would like to see such a list myself, and I would start with this issue I ran into myself. However, I wouldn't be so optimistic. Most developers who do plain OpenGL/DirectX are doing really basic stuff, and those who do advanced stuff most likely use engines that abstract the boilerplate stuff away. People like you (and me) are not very common, at least on this site.
Jun
26
answered Working around the current sad state of mobile GPU drivers