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Jun
14
comment Low quality bilinear sampling in WebGL/OpenGL/DirectX
I can't figure what is going on here. The output images have nothing to do with the array you claim is the texture. Neither output image looks like any form of filtering has been used. There are some way bigger problems than filtering.
May
19
comment How do I correctly project a point behind the camera?
@PandaPajama Is that a practical issue? The probability of Z being exactly 0 should be very small, most players will never experience it, and the gameplay impact in the expected few cases is a negligible single frame visual glitch. I'd say your time is better spent elsewhere.
May
14
revised How do I correctly project a point behind the camera?
Added code
May
14
answered How do I correctly project a point behind the camera?
Mar
20
comment 3d compute shaders in order access
Your question really is too vague. Is this about graphics at all? If not, wouldn't a dedicated GPGPU interface like OpenCL, CUDA or Stream be more appropriate?
Mar
20
comment 3d compute shaders in order access
So, what you want is a blur shader?
Jan
22
comment Vector-based Pong-ball bounce calculations
@UltromantheTacoman You are welcome. Good luck with the project.
Jan
21
revised Vector-based Pong-ball bounce calculations
added 349 characters in body
Jan
20
answered Vector-based Pong-ball bounce calculations
Jan
13
awarded  Nice Answer
Jan
3
awarded  Autobiographer
Jan
2
comment How can I make A* finish faster when the destination is impassable?
@MooingDuck The connected unreachable tiles you mean. This is a solution that works with pretty much any sane map design, and it is very easy to implement. I'm not going to suggest anything fancier without better knowledge of the exact problem, like how the A* implementation can be so slow that visiting all the tiles is actually a problem.
Jan
2
answered How can I make A* finish faster when the destination is impassable?
Jan
1
answered Downscaling an asset, still pixellated?
Jan
1
answered Why not just create very high resolution graphics and use them on all screens?
Dec
2
comment How to avoid checking the same triangle twice in collision detection with spatial hashing
@ThomYorkkke Do you have any benchmarks?
Dec
1
comment How to avoid checking the same triangle twice in collision detection with spatial hashing
@Steven No, the only thing we can infer from the question being asked is that ThomYorkkke thinks it is important, possibly because he never actually questioned the assumption. It is a fairly common mistake to begin optimising before asserting the need to do so.
Dec
1
answered How to avoid checking the same triangle twice in collision detection with spatial hashing
Nov
30
comment Are completely dumb client multiplayer games feasible?
@KevinReid I tried playing a racing game and a shooter on OnLive, those games were unplayable. While they have been in business for years, they still haven't delivered the promised product.
Nov
21
awarded  Yearling