| bio | website | |
|---|---|---|
| location | Ohio | |
| age | 21 | |
| visits | member for | 2 years, 6 months |
| seen | May 9 at 20:16 | |
| stats | profile views | 146 |
You know that college kid who says he wants to make video? He draws up half a design document and tells everyone he knows he's a game designer and all he needs is a team of people and he'll be rich and famous in no time. I'm not that guy. I have a passion for not just experiencing video games but also creating them. I still look like that kid: in school, not making money yet from my games, occasionally slacking, and maybe a bit TOO enthusiastic, but I'm absolutely dedicated.
Check out my silly little company: http://www.detour-games.com
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Mar 18 |
comment |
How can SpriteBatch use a single texture/asset as multiple independent objects/instances On a side note: beginning and ending a spritebatch with every sprite defeats the purpose of having a spritebatch at all. Call batch.begin() when you start drawing a group of sprite that use the same resources then use batch.draw() for each one. Only call batch.end() after you are done drawing one group and need to either use another texture or end your draw step. |
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Mar 18 |
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How can SpriteBatch use a single texture/asset as multiple independent objects/instances I didn't realize you had said this before but is is crucial: " the old ship will disappear and the new ship will have all the damage and other characteristics of the old ship." This implies that you are referencing your ships wrongly. Instead of creating a new separate one, you are using an existing one. Look closer at how you create new ships. |
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Mar 10 |
answered | How can SpriteBatch use a single texture/asset as multiple independent objects/instances |
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Jan 10 |
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Flow/design of steering behaviors implementation I know what you're talking about but I have no idea specifically what you are asking. Try being more specific with your question. Are you asking how to do vector math? Your forces are 2D (or possibly 3D) vectors and normalizing/multiplying/etc are simple mathematic functions that are usually built into any decent api/engine. These functions are also easy to google. perhaps you are asking something else? |
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Jan 9 |
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Graphics not being displayed on OUYA So no, @ViteFalcon, I do not mean the emulator. |
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Jan 9 |
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Graphics not being displayed on OUYA Libgdx is crossplatform. There is a backend for each platform. The application works on all platforms (including Android devices) without errors except OUYA (with the Android backend being used since OUYA is Android). The only thing wrong on the OUYA is my textures are invisible or black (can't tell). The whole screen is black except the Box2D DebugDraw which is how I know the app is still working. There are no errors except the couple in the logcat I posted. |
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Jan 8 |
awarded | Nice Question |
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Jan 8 |
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Graphics not being displayed on OUYA @Sidar, I have been posting on their forums (bit.ly/XFVpnP) and even emailed their dev support team to no avail. The only suggestion I've heard is create a test app with Libgdx and go from there. However, I have seen others getting libgdx to work, so I don't understand why mine won't. |
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Jan 7 |
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Graphics not being displayed on OUYA I have just updated to LibGDX v0.9.7 to no avail. I assumed that some updated libraries/drivers would do the trick, but no dice. |
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Jan 2 |
revised |
Graphics not being displayed on OUYA added 108 characters in body |
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Jan 2 |
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Graphics not being displayed on OUYA Yeah, I'm not sure how to do that. I'm using Libgdx and there are no errors, everything is running smoothly. |
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Jan 2 |
asked | Graphics not being displayed on OUYA |
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Dec 30 |
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How can I produce heatmaps based off of player reported data? gamasutra.com/view/feature/134526/… |
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Nov 27 |
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How to Make Objects Fall Faster in a Physics Simulation @DavidDimalanta Can't tell if troll... I've set it around 10 before. |
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Nov 26 |
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How to Make Objects Fall Faster in a Physics Simulation It would be nice if you explain what object_specific_constant and how to find it. I suppose sketch is the wrong choice of words. |
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Nov 26 |
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How to Make Objects Fall Faster in a Physics Simulation Also, make sure your world's gravity is high enough to make your objects fall as fast as you want them to. Real world gravity is -9.8, but you may want to go higher. |
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Nov 26 |
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How to Make Objects Fall Faster in a Physics Simulation I agree with what you say about inertia, but this is not how it should be handled in Box2d. Firstly, if you want any kind of realism in your physics, NEVER manually set the velocity as you suggest in point 1. Applying vertical forces and impulses may get you closer to what you are trying to achieve (especially forces) but again, are the incorrect way of handling this and will not give the effect you are looking for. |
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Nov 26 |
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How to Make Objects Fall Faster in a Physics Simulation Although everything about this answer is correct, adding a drag force would be the incorrect way to handle the problem. Box2D already has built-in functionality for this. Not to mention, the equation you provide is pretty sketch. |
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Nov 26 |
answered | How to Make Objects Fall Faster in a Physics Simulation |
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Nov 15 |
awarded | Yearling |