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 Curious
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Jan
26
comment Where can I find fonts for my game?
Can those fonts be used in non XNA games? The site is not clear about it.
Jan
3
comment Difference between sprite and texture?
The question is worded as If asking for a general definition. But the tags "unity" and "unity5" are present so I think this is a duplicate.
Dec
29
comment What methods do game hacks use to counter anti hack systems?
It sounds like a good idea. They sure have their good reasons, maybe a hidden cost that we cannot see.
Dec
29
comment What methods do game hacks use to counter anti hack systems?
Similar question had been asked in this site before. I remember asking for editing game memory, some of the answers apply to your question too. While ideal, It's not cost wise (time and money) to make everything happening in the server and then inform the clients. Real world games place as much as they can in the clients, then synchronize between all clients in the same zone, some times only including visible parts of a zone. Link to my related question: gamedev.stackexchange.com/questions/103367/…
Dec
28
comment Custom game loop entirely in the Update method
If you would go all the way to do such thing then just hack into the Monogame main class. Just download the code then search for the call to Update() and Draw() in its main loop. I think that having Updates and Draws separated is the right thing to do, and Monogame already do it for you, but if for some reason you need everything to happen in the same method, maybe because you design needs exactly one draw and one update per iteration, having an empty Draw() implementation should suffice. Consider adapt what you have to separated Draw and Update if it's not to late. Also I'm fan of fixed FPS.
Dec
6
answered Can I use feature creep to my advantage?
Nov
14
comment What is a quaternion?
Quaternions are a commodity to use and a pain to implement. You can get along without them if you are aware of the gimbal-lock.
Nov
14
comment Why doesn't Array.Copy to mesh.verticies work in Unity?
If I correctly understood Unity docs, when you create a Mesh from scratch Its vertex array and Its uv array, etc, start empty. To copy an array both arrays, source and destination, need to have the same length. If you want to use Array.Copy, first set Mesh.vertices to something that have enough length. If you think in it, at the end you get the same performance hit because of the extra array initialization before using Array.Copy.
Nov
12
awarded  Curious
Nov
11
revised glTextImage2D with GL_UNSIGNED_BYTE giving weird results while with GL_FLOAT just works, driver bug?
Added related info
Nov
11
asked glTextImage2D with GL_UNSIGNED_BYTE giving weird results while with GL_FLOAT just works, driver bug?
Sep
14
comment How do I determine the draw order of isometric 2D objects occupying multiple tiles?
@Iman For the proposed solution to work correctly in all situations, you have to follow my advice of divide multi tile sprites in parts, each part has it own x,y,z coordinates. Long walls must be partitioned, gigant sprites representing the level boss must be partitioned. A x-axis aligned wall (if your engine accept them) can be a single sprite, no problem, but a diagonal, tile aligned, wall must be partitioned as in the example image. This is an attempt to add some 3D concepts while maintaining the design as simple as possible regarding the math involved.
Sep
6
accepted Is Frustum culling still needed today?
Sep
6
comment Is Frustum culling still needed today?
@immibis It's for an OpenGL project that's why I tagged it as OpenGL but frustum culling is not OpenGL specific. Looking at the OpenGL pipeline graph, I think that the vertex shaders of all the rendered objects will run even if the objects won't be visible at the end, but the fragment shaders do not run for non visible geometry.
Sep
5
revised Is Frustum culling still needed today?
Image added
Sep
4
asked Is Frustum culling still needed today?
Jul
5
revised How do I determine the draw order of isometric 2D objects occupying multiple tiles?
Improved grammar
Jul
5
comment How do I determine the draw order of isometric 2D objects occupying multiple tiles?
As my English is far from perfect I added some images that will help you visualizing my proposed design. If you decide to try it I'm sure that those images will help. You will need some kind of efficient sorting algorithm to help ordering the sprites.
Jul
5
revised How do I determine the draw order of isometric 2D objects occupying multiple tiles?
Useful screenshots added.
Jul
4
awarded  Notable Question