| bio | website | mandible.net |
|---|---|---|
| location | San Mateo, CA | |
| age | 31 | |
| visits | member for | 2 years, 10 months |
| seen | May 16 at 0:46 | |
| stats | profile views | 308 |
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Jun 13 |
revised |
My GLSL shader isn't compiling even though it should. What should I investigate? fixed typo, "BoneMatroxArray" |
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Jun 11 |
awarded | Good Answer |
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Jun 8 |
awarded | Constituent |
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Jun 8 |
awarded | Caucus |
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May 28 |
awarded | Good Answer |
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May 15 |
awarded | Mortarboard |
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May 15 |
awarded | Nice Answer |
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May 13 |
comment |
Splitting up duties for a card game server Yeah, that all seems reasonable to me. If you'll already need to get incremental updates working, which you will, there's no reason to add an entire second update system without proving it necessary. And one thread per server, handling many games simultaneously, shouldn't present any problems - that's how most heavyweight servers work, from webservers to AAA MMORPG servers. Obviously you'll want to make sure the process doesn't crash :V but that just comes with the territory. |
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May 13 |
comment |
Game states affecting each other's objects Yeah, I think it would be reasonable to make a distinction between "ingame cutscene" and "out-of-game cutscene". Even if the two aren't distinct, I think there's a clear distinction between a cutscene that moves ingame entities around, rendered with the ingame renderer, and a cutscene that plays a canned image/animation/music sequence. At the closest, those are two quite different parts of a "cutscene" - the ingame stuff could be handled via AI as I'm suggesting, the out-of-game stuff could be rendered via your existing game state system. |
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May 12 |
answered | Game states affecting each other's objects |
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May 12 |
answered | Splitting up duties for a card game server |
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May 11 |
comment |
Anyone know of other unique playable archetypes? @Lohoris, it's actually a shortening of Zorba the Hutt, Jabba the Hutt's father from Star Wars. (Only in the books.) I shortened it for EFNet many years ago and the shortened version stuck. So your misreading is actually reasonably correct :) |
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May 11 |
revised |
Anyone know of other unique playable archetypes? added 76 characters in body |
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May 11 |
comment |
Anyone know of other unique playable archetypes? It's always kind of funny when you see a post, and you think "oh man I have the perfect answer to this", and you go to look at the replies and the top answer is you from a year and a half ago, making exactly the post you were about to make. |
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Apr 30 |
answered | Can adversarial agents flip coins? |
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Apr 20 |
awarded | Enlightened |
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Apr 19 |
awarded | Nice Answer |
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Apr 19 |
answered | What technology does Starcraft 2 use render its maps? |
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Mar 26 |
comment |
Why are textures always square powers of two? What if they aren't? "It's true you "waste" some space this way, but the extra space is usually worth it for the tradeoff in render performance." - About ten years ago I worked at a studio that was porting a PS2 game over to the XBox. While the PS2 doesn't technically support non-power-of-two textures, you can, in some cases, kind of force it to do so with a little clever manipulation and no speed loss. The XBox, on the other hand, completely did not support them. The end result is that despite the XBox having almost twice the RAM of the PS2, we had to downsample some of the textures in order to fit. |
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Mar 24 |
awarded | Nice Answer |