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Jul
20
comment filling the empty spaces in a certain region in a grid using c++
So you essentially want to draw some path, then pick everything ontop (or on the left) and color it color 1, everything on the other side color 2?
Jul
20
answered How to properly generate walls simulating perspective around stone in a cave-like level made of squares?
Jul
20
comment Fixing game loop to 60fps makes animation very jittery
Sounds like you've got vertical synchronization enabled and at the same time try to control your rendered framerate yourself. What happens if you set the condition of the render if() to true?
Jul
20
comment filling the empty spaces in a certain region in a grid using c++
That image is really confusing. Couldn't you try to draw some simple step by step drawing, if possible also trying to fill things that should be considered solid or not to be painted or something like that?
Jul
19
answered Is it possible to a create an Android game that uses the built in keyboard?
Jul
17
comment Creating a seamlessly looping 2D multiplayer level?
@MikaelHögström Just render as usual, but things close to the right edge have to be rendered a second time at the left (i.e. at pos - map_width).
Jul
13
comment Get light positions from an environment map
Don't think that's really possible since you're lacking the depth information from your texture. Only possibility I see right now would be considering the texture as well as it's display position etc. but then you could just pass the light as part of the environment.
Jul
13
reviewed Approve suggested edit on How to change the Android NDK jni calls dynamically?
Jul
13
comment Get light positions from an environment map
Any specific reason you'd like to do that? Theoretically, you could bake your light vectors to a texture (pretty much like a normal map), but I'm not sure why you'd want to do that.
Jul
7
comment Dealing with multiple licenses
Note that BY-SA in CC BY-SA means "under same conditions" (i.e. the same license) and "with attribution". So you'll have to print or display an appropriate notice somewhere.
Jul
7
comment Dealing with multiple licenses
Also important to note that this is typically the same for everything released under multiple licenses. You only have to pick one that fits your intentions/conditions. Just don't confuse it with projects releasing different parts of something under different licenses.
Jul
4
comment match 3 Shuffling
Just some idea on the first check: You don't have to do multiple iterations. You can just check vertically and horizontally in one loop.
Jul
1
comment Unreal Engine 4 — Casting
So is it supposed to be 100% true C++ or some dialect with almost identical syntax?
Jul
1
answered Unreal Engine 4 — Casting
Jul
1
comment Reducing APK File Size by using JPG instead of PNG for game background images
The lack of transparency might be an even bigger factor there.
Jun
30
answered Reducing APK File Size by using JPG instead of PNG for game background images
Jun
25
comment GLSL Sphere from Vertex
I'm quite sure you wouldn't declare a_vertexRadius as a vec3, would you?
Jun
25
comment GLSL Sphere from Vertex
Geometry shaders are no option?
Jun
20
comment How can I synchronize ocean waves over the network?
You misunderstood me. Of course you're able to (and you'll have to) sync the initial state of the physics simulation, but from then on the clients simulate the waves on their own (unless occassional resyncs or similar). Otherwise your waves probably wouldn't match what's visible on screen.
Jun
20
revised How can I synchronize ocean waves over the network?
added 34 characters in body