7,364 reputation
21446
bio website twitter.com/panda_pajama_en
location Tokyo, Japan
age
visits member for 1 year, 11 months
seen 28 mins ago

I make games... As many as I can


Oct
15
reviewed Reject suggested edit on List of 3 letter words to disallow from entry for public kids game
Oct
15
reviewed Reject suggested edit on unity tag wiki
Oct
6
comment How to draw a diagonal fade-in and fade-out?
C'mon, be creative. You can create your effect with a 1px wide gradient and a solid black texture, and then you make your program assemble the quads in a way you reach your achieved effect. You can create a big texture and only show one part of it. You can animate the UV coordinates. There are so many ways to do something similar to what you want to do...
Oct
6
comment How to draw a diagonal fade-in and fade-out?
I don't know what you mean by "background texture", but I'm talking about an overlay, which is something you put in front of everything else. And who said you need to create it at runtime? you can create it as a texture and load it and display.
Oct
6
comment How to draw a diagonal fade-in and fade-out?
I don't know, you're the one making the game, so you tell me. I don't know what you mean by "diagonal fade-in", but in general you can make transition effects by overlaying a quad over the entire screen that does the effect you want. I guess some kind of diagonal alpha gradient?
Oct
6
comment How to draw a diagonal fade-in and fade-out?
How about covering the screen with a texture of the desired characteristics, and moving it to achieve the desired effect?
Oct
2
answered How can I use an unsigned int as a GLSL attribute for OpenGL ES 2
Oct
2
comment Why is it bad to hard-code content?
@NPSF3000: My point is that you should not create abstractions just because you can. Sometimes hardcoding data is simpler, more understandable and easier all around. More often than not, I've seen games go down the path to softcoding, which I find regrettable. Also keep in mind that adding abstractions is always easier than removing them, so I am a firm advocate of adding abstractions only when you need them.
Oct
1
answered Why is it bad to hard-code content?
Sep
30
awarded  Explainer
Sep
30
comment Is deferred rendering/shading possible with OpenGL ES 2.0 ?
"Mobile graphics chips are extremely good at deferred rendering because of the way they handle render-to-texture. Unlike PC graphics cards, which typically incur a huge performance hit when you start rendering to a texture instead of a window context, mobile graphics are designed to do this with no performance hit." That's a huge assertion in there. Do you have any reputable references to back this claim?
Sep
30
comment How do I make a JS game downloadable?
@TobiasKienzler: 64*4=256 does not mean it takes 4 times as many data to encode a single byte, but that you only use 6 bits (2**6=64) out of every 8 in each byte. That means that it takes 4 bytes to encode 3 bytes, which gives a 33% increase of size (not counting padding when necessary). Hardly quadrupling. The only case in which data size is quadrupled is when encoding a single byte, which requires 2 data bytes plus 2 padding bytes.
Sep
24
awarded  Autobiographer
Sep
22
reviewed Approve suggested edit on How can I prevent resizing of an Ogre3D object once imported into jMonkeyEngine?
Sep
22
reviewed Approve suggested edit on How can I prevent resizing of an Ogre3D object once imported into jMonkeyEngine?
Sep
20
comment Directx fbx loader
Autodesk provides an FBX SDK you can use to read FBX files from c++
Sep
20
reviewed Reject suggested edit on fbo tag wiki excerpt
Sep
18
awarded  Pundit
Sep
18
comment Why use compression such as zlib?
To prevent getting lost in semantics, how about you say "with no quality differences I could discern"? Or better, aking a comparison to FLAC, or other lossless algorith which is closer to the idea of compression in game assets
Sep
17
comment How do I handle packet loss in a client-server network model?
@wondra: I would recommend you to widen your skillset by using different tools, remembering the old adage "When all you have is TCP, everything looks like a stream". UDP is very easy to understand, and you will notice how many things are easier to implement in UDP than TCP. Also, based on your comments, you may want to consider trying other programming languages as well; Java is good for some things, but there are so many other wonderful things in the world out there that you're missing on...