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  • 0 posts edited
  • 11 helpful flags
  • 83 votes cast
Aug
17
revised How To Program a fully controllable spring (Damped) motion
added 1755 characters in body
Aug
16
revised How To Program a fully controllable spring (Damped) motion
added 1153 characters in body
Aug
16
answered How To Program a fully controllable spring (Damped) motion
Aug
16
comment How To Program a fully controllable spring (Damped) motion
What level maths do you know?
Aug
14
answered DX9 How to Apply HLSL Shader with StretchRect
Aug
14
comment Device.SetRenderTarget Prevents Shader From Executing
possible duplicate of DX9 How to Apply HLSL Shader with StretchRect
Jul
27
comment How do I implement a retro-style password-based “savegame” system?
@NPSF3000 OP clearly says "Retro Style" and references Megaman to confirm, which is not ambiguous. Learn about the subject matter, understand that this is not related to security, and please stop trying to defend what started as an honest and forgivable ignorance.
Jul
27
answered Preventing a Combination of Rigidbody Jump Force & Bounce Magnitude in Unity3D
Jul
27
answered Curvilinear distortion for mapping texture on quad sphere
Jul
25
comment OpenGL picking performance: ray casting vs. color picking
Ray casting maintains the same fixed cost with varying screen resolution and field of view settings. Ray casting can query your spatial partitioning scheme with a much simpler intersection geometry (A ray, instead of a trapezoid.) to find meshes which need to processed. I say "more appropriate" because it's able to take better advantage of the known information (Where the user has clicked.) to process less candidate intersections.
Jul
25
comment OpenGL picking performance: ray casting vs. color picking
The situation matter so much. The two methodologies have vastly different implications. One example: If the user is to drag across the screen during picking, clearly use a pick buffer. If the user is to only select once, then maybe ray casting is more appropriate.
Jul
20
comment Calculating pitch angle to hit a target using a projectile that has fixed speed
This is not gonna help your problem... but if the player is out of range, isn't the best choice to aim upwards at an angle which will produce the optimal distance, to increase the chances of the player walking into the arrow mid-flight?
Jul
1
awarded  Yearling
Jun
29
comment Causes of Scene Build File Size Bloat in Unity
Increase in scene size is a very serious issue, please be advised to take precautionary measures and have regular checkups.
Jun
11
awarded  Enlightened
Jun
11
awarded  Nice Answer
May
20
comment DirectX is the camera a point or a plane?
The plane interpretation is called Orthographic, the point interpretation is called Perspective. It depends on your projection matrix.
Dec
17
comment How can I obtain information about the GPU in Cocos2d-x?
It sounds like you're calling without a context ;) Have you initialized an OpenGL ES context, are you running in the thread that initialized it?
Nov
25
revised What does changing GL_TEXTURE_WRAP)_(S/T) do?
added 111 characters in body
Sep
17
comment Why are shadows not snapping to the objects?
I don't use Unity but this clearly looks like Peter-Panning caused by too large of a bias