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Dec
19
comment Space invaders implementation
You can use the one bit texture for faster lookups (since there's no obsolete data). Then update a second texture which is used for actual drawing. You could use the same (colored) texture for both things as well though.
Dec
19
answered Space invaders implementation
Dec
13
answered Float increment give wrong result
Dec
13
comment Lua Implementation
@LarsViklund Okay, point taken. Could work for something like that or maybe even just for overrides/testing (later on getting "hardcoded").
Dec
13
comment Lua Implementation
Sounds really interesting, but at the same time running native/compiled code written by the user sounds a bit like a security nightmare. Also sounds like players would need a compiler and header files on their gaming rig? Sounds a bit excessive and very confusing for someone to get started into modding. Mind expanding a bit on how (if) that's handled?
Dec
11
comment What's the optimal balance of story and combat in a game?
There's no way in answering that. Not only is the answer up to everyone's opinion, it's also heavily influenced by the actual game. If I'm playing some visual novel or a point and click adventure, then I want story and less to no combat. On the other hand, playing a first person shooter, combat and action become far more important.
Dec
11
awarded  Yearling
Nov
22
comment Tile map only rendering 1 layer when it should be 3
If it's still the same question, just keep it or update your question. There's no need to ask the same question again. And forgot to ask: Where are you reading three layers and trying to draw three layers? I only see you iterating through one layer every time?
Nov
21
comment Tile map only rendering 1 layer when it should be 3
When someone says you shouldn't have something in your constructor, just calling it from the constructor won't change anything. The basic idea is that (in your case) loading the tiles might fail, which could leave your object in a dirty state (since you can't really signal that loading failed from your constructor).
Nov
21
revised Making my character jump
Fixed identation
Nov
19
comment 2D Hitboxing on an HTML image
Read the documentation. Those are typically in pixels relative to your image. There are also some tools out there allowing you to edit such maps using an WYSIWYG editor. my first hit on Google looks promising, although I haven't tried it.
Nov
19
answered 2D Hitboxing on an HTML image
Nov
17
answered Can i buy a license to create a Pokemon game?
Nov
13
answered Sprite collision with color?
Nov
9
comment Is it possible to look up a texel from a texture in GLES2 GLSL framgent shader without using sampler?
@JarkkoL Okay, interesting. Didn't do anything with newer versions so far. Is it just different syntax or is there some other (dis-)advantage?
Nov
9
comment Is it possible to look up a texel from a texture in GLES2 GLSL framgent shader without using sampler?
Err? I don't really understand your question. What you describe (i.e. accessing texture memory) is actually what a sampler is meant to do. What do you think is a sampler doing?
Nov
2
comment Formula for Planetary Alignment
@PaulRobinson I've added/linked an online example you can try online.
Nov
2
revised Formula for Planetary Alignment
added 295 characters in body
Nov
2
comment Formula for Planetary Alignment
@PaulRobinson You misunderstood me (or the concept of RNGs). Random number generators are actually pseudo random number generators. They're predictable in the way that the same seed will always result in the same sequence of random numbers being generated. So let's assume you call srand(42); at the start of your program, then the very first call to rand() will always return the same result.
Oct
31
answered Formula for Planetary Alignment