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location Bavaria, Germany
age 31
visits member for 3 years, 7 months
seen 2 hours ago

May
25
answered If player leaves a rectangle take him back to his previous position
May
19
comment Brighter pixels around area (OpenGL ES 2)
Not exactly. You'll need one render-to-texture pass to render your lights on a texture, but you're able to cache that as well (unless things change). Doing it solely in your shaders might be faster depending on your target hardware (and also the number of lights to consider per pixel). On hardware with poor shader support/performance (like older Intel onboard-GPUs) the texture approach should be faster IMO.
May
19
comment Brighter pixels around area (OpenGL ES 2)
Yes, exactly. Black will stay black, gray will become dim "backgrounds", etc. You can also use lower resolution textures if you want more performance. Like one fourth of your screen size should be fine if you blur your stuff anyway.
May
19
comment Line of sight on a 2d grid
Yes, it's not necessarily the perfect algorithm for this (as you mentioned, it might be too perfect). I've just picked the first best algorithm I've found. :) Although some inaccuracies might confuse players based on the tile size, enemy size, etc. - so I'd consider this on a case by case basis.
May
18
answered Brighter pixels around area (OpenGL ES 2)
May
17
answered What timeframe is used to compute ARPDAU for monetization purposes?
May
16
comment how do I create a moving type of block like in Mario[box2d]
What are you trying to create? Do you want one of those movable blocks from the newer games that will move by one block height and stay there? Or are we talking about classic blocks being bumped from below?
May
16
answered Line of sight on a 2d grid
May
14
comment Achieving a fixed frame-rate with varying scenes
Dropping stuff being out of range (i.e. behind the drawing distance). Or in other words, downsize your view frustum to gain framerate.
May
14
revised Achieving a fixed frame-rate with varying scenes
added 14 characters in body; edited title
May
14
comment Is there a tool to batch resize images to nearest power of two, on a specific side?
Wouldn't it be better for editing and such to do it at runtime and only if necessary (pretty much all modern graphic cards should support non power of two textures)?
May
14
answered Achieving a fixed frame-rate with varying scenes
May
13
comment RPG - storing player data
@Growler Joe isn't that far off (and not wrong at all) - it's just split a bit too much.
May
13
comment How to glow a UIButtons in sequence
Ah I see. Maybe someone else can work with this, but keep in mind that this site is for problem solving, it's less about "code for me". :)
May
13
answered How to glow a UIButtons in sequence
May
13
comment How to glow a UIButtons in sequence
So, what's your problem? Didn't really get it from your question. While I know nothing about iPhone programming, I'd be able to help out with the basic algorithm for the game for example. Try to be as specific as you can and then put that into your question's caption. For example "How do I change sprite colors?" or "What algorithm to use?" or something similar. Also some images might hep a lot if your problem is visual.
May
13
answered How do I calculate legal moves in a travelling board game?
May
13
comment RPG - storing player data
I wouldn't split location and experience into extra tables. After all, each and every player will have one of both in a strict 1:1 relationship.
May
13
revised RPG - storing player data
Fixed formatting
May
13
revised RPG - storing player data
deleted 1323 characters in body