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seen Mar 29 at 9:39

Aug
15
awarded  Notable Question
Apr
12
awarded  Popular Question
Mar
29
comment Should game logic update per second or per frame?
You should try to make the update rate a denominator of the target frame rate. If you're targeting 60 FPS, which is ideal for most computers, use a 30 or 60 updates per second system. If the frame rate dips below, not much will be lost. If the frame rate goes higher, make it up by updating the visuals (e.g. fire, water movement, etc), that aren't dependent on the game's logic.
Mar
28
comment How to use LWJGL Vertex Buffer Objects?
I've searched for the same thing before but didn't come up with anything. You may need to search for tutorials on the C version of OpenGL. The LWJGL functions aren't a 100% mirror of it, but it's close enough and there are some that provide good explanations on the topic.
Jan
13
awarded  Popular Question
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26
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Dec
13
awarded  Yearling
Dec
1
asked What causes still objects have lines in them when lighting is being changed?
Nov
30
accepted What is the purpose for multiple windows in games?
Nov
30
comment What is the purpose for multiple windows in games?
@me Can't you already stretch out stuff over multiple windows anyway (I don't know about fullscreen, but I assume it just adds all the resolutions up)?
Nov
10
comment c++ most used libraries
I think GLFW is what he's looking for.
Oct
20
comment How do I create a 2.5d parallax effect?
It's a RTS-style camera. google.com/#q=rts+game+camera
Sep
29
asked What is the purpose for multiple windows in games?
Jul
10
accepted How to prevent “underwater sight” in games
Jul
10
accepted How do games like Halo 3 save in-game footage?
Jul
10
accepted Advantages And Disadvantages Of Resource Serialization
Jul
3
asked Advantages And Disadvantages Of Resource Serialization
Jul
2
asked How do games like Halo 3 save in-game footage?
Jun
29
accepted Making a game “resize-safe”
Jun
25
awarded  Nice Question