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Jul
30
comment How is shot synchronization implemented in multiplayer FPS?
Just to add: Most shooters will give you instant visual feedback (muzzle flash, sound effects, own movement), but you won't see hit markers or blood etc. unless you actually hit. And in case your movement is invalid, you'll "rubberband" back. This is also the reason why most shooters allow you to still shoot (without bullets flying) once you're lagging or disconnected.
Jul
23
revised “Pixel-perfect” camera positioning in 2d game
Added brackets to ensure the conversation doesn't happen before the addition.
Jul
21
comment Fullscreen FPS slowdown in Linux
Your problem is in the second code file, line 432, right after the +. If that isn't accurate enough for you, think about it and then post some code. :)
Jul
21
answered Fixing game loop to 60fps makes animation very jittery
Jul
20
comment filling the empty spaces in a certain region in a grid using c++
That's no solution, I was just asking whether I understood the issue.
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
reviewed Approve How to change the Android NDK jni calls dynamically?
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?