| bio | website | project-cypher.net |
|---|---|---|
| location | California, USA | |
| age | 32 | |
| visits | member for | 2 years, 7 months |
| seen | May 8 at 1:11 | |
| stats | profile views | 131 |
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Oct 11 |
answered | Legal concerns with orchestrating a music submission contest |
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Oct 9 |
answered | How to apply a filter to the screen of a running program? |
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Oct 8 |
comment |
How to apply a filter to the screen of a running program? I think you missed the question entirely. |
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Oct 8 |
comment |
How to limit click'n'drag movement to an area? +1 for an answer for shapes that are difficult (if not impossible) to express mathematically. |
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Oct 8 |
answered | How to emulate Mode 13h in a modern 3D renderer? |
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Oct 7 |
comment |
How do I calculate the boundary of the game window after transforming the view? I should add that no matter what the zoom level, the top-left corner of the camera's bounds (the blue box) is (0,0). |
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Oct 6 |
comment |
How to emulate Mode 13h in a modern 3D renderer? I'm not really familiar with how Mode 13h is used. Are you manipulating individual pixels? |
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Oct 6 |
asked | How do I calculate the boundary of the game window after transforming the view? |
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Oct 3 |
comment |
Entity System and rendering I should probably note that I don't really know if this is even close to what people are calling an entity-component system. In my attempt to implement a composition-based design, I found myself falling into this pattern. |
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Oct 3 |
answered | Entity System and rendering |
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Sep 29 |
awarded | Quorum |
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Sep 21 |
answered | Possible to draw a select portion of a render target? (in XNA) |
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Sep 21 |
comment |
How do I create a fire sphere (fireball) in opengl? (opengl Visual C++) +1 for keeping it simple. |
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Sep 21 |
accepted | How do I drag my widgets without dragging other widgets? |
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Sep 21 |
answered | Can I name a team with the name of their city to avoid trademark issues? |
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Sep 21 |
comment |
Facilitating XNA game deployments for non programmers @Sal Also, I found it was a lot easier to just include the bin/* directories in the repository, and have the designers/artists/qa to just check out the bin folder so they can run the latest and greatest. By doing that, they get all the dependencies, textures, audio, etc. all together. Then each day all they had to do was svn update on their working directory and they were up to speed. |
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Sep 21 |
comment |
Facilitating XNA game deployments for non programmers @Sal By default, Visual Studio creates two build profiles: Debug and Release. You can swap between the two from Build->Configuration Manager. By default, the Debug build has the DEBUG compilation symbol is defined, which means you can wrap your non-release code with #if ( DEBUG ) doStuffIWouldntDoInRelease(); #elif theActualReleaseCode(); #endif. |
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Sep 21 |
comment |
Sprite batching seems slow Have you tried profiling your code to see where it is actually taking up the time? If not, check this out: stackoverflow.com/questions/67554/… |
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Sep 21 |
comment |
Setting Krypton Light to Screen Pixelsby enabling "SpriteBatch" mode on Krypton by doing this: KryptonEngine.SpriteBatchCompatablityEnabled = true; ? |
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Sep 20 |
comment |
Bullet pattern isn't behaving as expectedEven if I set the size to 10000, it never gets past 500. Can you post the code that creates and destroys bullets, including the methods that activate/inactivate. |