| bio | website | kevin.bigbunchstudios.com |
|---|---|---|
| location | Driebergen, Netherlands | |
| age | 24 | |
| visits | member for | 2 years, 11 months |
| seen | 2 days ago | |
| stats | profile views | 67 |
|
Mar 23 |
comment |
CPU usage, game loop and sleep() I doubt it's different in Java, it should just call the OS (only way to interact with the task scheduler). And the OS will try to get as close as possible to the time specified, but if there are other processes who want to do things and you sleep for a bit then you might just skip a frame because the OS gave control back much later than you asked for. It'll probably not be a problem, but it might be in certain cases, which is why it's usually avoided, unpredictable timing = bad if you want to squeeze everything in 16ms. |
|
Mar 22 |
comment |
CPU usage, game loop and sleep() Actually sleep(0) is perfectly fine, because sleep will tell the OS "I'm done for the duration of my time slice, let some other process do something, and schedule me for at LEAST this much time later". Which is also why hardly any game uses sleep in its main loop. There are no guarantees that the game will be allowed to run again soon, which can cause severe stuttering in the frame rate. |
|
Jul 16 |
awarded | Yearling |
|
Jul 13 |
comment |
Multi Screen Rendering in Unity Another option is to use any eyefinity card (last couple AMD cards), these are consumer hardware and have drivers which allow you to tell windows you have on screen the size of 3 (or 6 depending on the card) monitors. amd.com/us/products/technologies/amd-eyefinity-technology/Pages/… |
|
Jul 9 |
revised |
How to get the blocks seen by the player? deleted 34 characters in body |
|
Jun 24 |
revised |
Undeclared Scope in Rock Paper Scissors Simple Game Made the wall of code have code formatting |
|
Jun 24 |
suggested | suggested edit on Undeclared Scope in Rock Paper Scissors Simple Game |
|
May 26 |
comment |
Algorithm for constructing the corners of a regular, n-sided polygon Barring weird overflows the only n with n * 2 * PI == 0 I can think of is 0, which as far as I know is undefined, same as i / 0. So no problem right? :) |
|
May 24 |
revised |
Algorithm for constructing the corners of a regular, n-sided polygon deleted 1 characters in body |
|
May 24 |
revised |
Algorithm for constructing the corners of a regular, n-sided polygon added 239 characters in body |
|
May 24 |
comment |
Algorithm for constructing the corners of a regular, n-sided polygon Aah a very good point, I'll add that caveat in the answer. |
|
May 24 |
answered | Algorithm for constructing the corners of a regular, n-sided polygon |
|
Apr 18 |
answered | Mobile 3D engine renders alpha as full-object transparency |
|
Feb 23 |
answered | XNA Subtract blending function doesn't work |
|
Jan 3 |
answered | I want to make a moddable game. How does this affect my programming language choice? |
|
Dec 29 |
awarded | Nice Answer |
|
Dec 28 |
comment |
How could I implement something like Minecraft's crafting grid? It does, and is basically what I wrote above (with possible optimization of binary search). However that leaves a few options for crafting torches which you can fit basically anywhere. By first getting the size of the recipe you don't need to add 6 recipes for torches and you limit your search to only those of the correct size in one step. -- So basically the options for your point 2 are group by size, move the recipe to a corner or add more duplicate recipes. |
|
Dec 28 |
awarded | Editor |
|
Dec 28 |
revised |
How could I implement something like Minecraft's crafting grid? Thought of a way to add mirror versions. |
|
Dec 28 |
answered | How could I implement something like Minecraft's crafting grid? |