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Mar
7
revised Delta times and frame lag in the game loop
added 1134 characters in body
Mar
7
answered Delta times and frame lag in the game loop
Mar
7
comment Delta times and frame lag in the game loop
Nothing wrong with that. The code is perfectly fine. But based on when you render the scene (e.g. 1 ms just before or after an update tick), you might skip updates. This isn't noticeable depending on your framerate and update rate. I'm going to expand on this in a moment.
Mar
7
comment Delta times and frame lag in the game loop
You can't really get rid of this completely. All you can do is take the leftover time in the accumulator (in this code adt) and use that to interpolate everything for the last two frames. So you'll essentially end up with one frame of lag, but it should appear smoother.
Mar
4
answered Ads in mobile game
Feb
25
answered How can I avoid a busy-wait in this game loop implementation?
Feb
24
comment How to architect collision detection in SFML
However some of the entries are just duplicates where the two types are swapped. How about using a bitmask with up to two bits set per collision pair rather than a two dimensional array, that might be tricky to use? Of course, this limits the number of different shapes, but should be sufficient.
Feb
14
comment How can I delete an enemy's bitmap from a canvas?
@iQue: Yes, traditionally, you'd clear the screen with a solid color. But if you're drawing solid background anyway, you can skip that step to save some processing time.
Feb
14
comment Nintendo 3DS copy protection
You misunderstood me a bit. Imagine you having to write the CD raw, i.e. without letting the firmware do the necessary adjustments. I.e. what the 3DS (or any card reader) reads off the cartridge is not the actual content 1:1. Might be wrong on that one though.
Feb
14
comment Nintendo 3DS copy protection
The trick is that what you get is not necessarily what you have to write (as in the CD/DVD example). I could also imagine some hardware serial number or some similar unique feature put into the equation as well, so even a perfect 1:1 copy wouldn't necessarily work.
Feb
14
answered How can I delete an enemy's bitmap from a canvas?
Feb
14
revised Nintendo 3DS copy protection
deleted 91 characters in body
Feb
14
answered Nintendo 3DS copy protection
Feb
12
comment Shadow maps, reducing “shimmering”
How about adding one or two images or a short video clip, even if it's hard to see? Depending on your actual scene, just rounding to integers might not be enough.
Feb
11
answered What defines a minigame?
Feb
9
comment Do two balls of different mass bounce different heights?
Hm, guess you're both right to some extend. For future, if you don't need working code, I guess you could just ask on physics.stackexchange.com and mention that you'd like an easy/simplified explanation since it's for game simulation or something like that. Most such formulas can be written the easy or the complex (more accurate) way. :)
Feb
9
answered Do two balls of different mass bounce different heights?
Jan
29
comment Consequences of running a Unity APK on Intel processor driven Android devices?
Interesting enough, earlier today I've read some article about Intel possibly dropping their mobile/phone line of processors.
Jan
18
comment Run OpenGL shader on part of a texture
What are you actually trying to achieve? This sounds a bit like a problem you might be creating by using the wrong strategy when rendering to (or using the) render texture.
Jan
14
comment How can I compute the common points when spheres intersect?
@Leggy7 You can just calculate it. Since you know R1 and R2 you can calculate how far both circles overlap (second code snippet). B will always be in the middle of the overlapping area.