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visits member for 3 years, 8 months
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Jul
18
answered HTML5 - multiple animations, different fps
Jul
18
comment GPU-Accelerated SQL Databases; CoGaDB and Others
I doubt it, those systems seem to be geared towards running otherwise slow queries, if you have those in the first place, fix them by using a better data structure. Of course if you are running some stupid SQL database pretty much anything else will provide a speed advantage, you don't need to mess with GPUs to get something much faster. And do remember, databases first of all provide persistence, anything you don't need to retain after a crash most likely shouldn't be stuffed in a database in the first place. All that said, it is hard to advice without knowing anything of your current set-up.
Jul
13
answered HTML5 moving image, doesn't move
Jun
21
comment How do I avoid circular dependencies with game events in C++?
@Kuro You are over-thinking this. While keeping a strict tree-structure has some advantages, it is not always practical, so don't be afraid of other constructions.
May
27
comment Avoid double compression of resources
Sometimes it is that simple, a perceived problem isn't necessarily a real problem. Even if there actually was the overhead of decompressing twice, uncompressing deflate is a really quick operation, I guess the overhead would only just be measurable.
May
27
comment Avoid double compression of resources
It seems like you have used a poor png compressor, give your files a run through PNGOUT and you should get a result that will not be beaten by a zipped bmp file.
May
22
comment Transforming Normals in Bump Maps
Note that the concepts of bump maps and normal maps tend to work best with small bumps, I don't think the geometry suggested by the second image will be conveyed well through a simple normal map.
May
20
reviewed Approve suggested edit on How to increase the game “level” after certain amount of objects spawned?
May
20
reviewed Approve suggested edit on sprite-kit tag wiki excerpt
May
14
comment Unity - Part of the sprite is covered in shadow
So, your code is a lot of copy-paste work, you don't really know yourself what parts are responsible for what? I'm afraid that I can't think of any simple way to help you with that.
May
13
revised Unity - Part of the sprite is covered in shadow
Updated to reflect new code in question.
May
13
answered Unity - Part of the sprite is covered in shadow
May
10
reviewed No Action Needed How can I avoid updating my Unity projects when I have two versions installed?
May
10
reviewed Reviewed Make the player run onto stairs smoothly
May
10
answered How to display a hierarchical skill tree in php
May
10
reviewed No Action Needed How to display a hierarchical skill tree in php
May
3
comment pixel art game looks like it is lagging
@jalgames Actually, some of the modern retro look games have used pixellated assets without aligning them to a screen-resolution-like grid, or even having a standard pixel size. Rogue Legacy for instance does this, and the result feels pretty good.
May
3
comment pixel art game looks like it is lagging
@jalgames You have moved into pre-VGA territory, practically no games released during the last 20 years have used less than 320x200 resolution. When you decided to use a 160x90 resolution you decided to have ugly graphics. Aside from undoing that decision there is nothing you can do to make your game look good. Various tricks might make it a little less ugly, but ugly none the less.
May
3
comment pixel art game looks like it is lagging
That is a very low resolution, couldn't you at least use 480x270? I'm sure the game will be plenty pixellated at that resolution, and the resulting visual 30 fps should be reasonable.
Apr
30
reviewed Approve suggested edit on Why is an engine like Unity3D emphasized over a native library like OpenGL for beginners?