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1021
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location Bavaria, Germany
age 32
visits member for 4 years
seen 3 hours ago

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
Jun
20
comment How can I synchronize ocean waves over the network?
That's something you'll have to do anyway. I was referring to the state of each and every element (like all surface nodes).
Jun
20
revised Keeping ratio the same across devices on fixed screen game
added 308 characters in body
Jun
20
answered Keeping ratio the same across devices on fixed screen game
Jun
20
answered Inifinite scrolling draggable background for a 2D editor
Jun
20
answered How can I synchronize ocean waves over the network?
Jun
16
comment Why does my SFML game cause screen tearing on Linux?
Have you tried any other OpenGL programs or games not related to SFML? Do they show similar issues?
Jun
15
answered Why does my SFML game cause screen tearing on Linux?
Jun
15
comment Slight pause/delay when moving
What exactly do you mean? This sounds more likely like a bug, either in SFML or in your code? Do you mean you no longer check for all events and only read one?
Jun
8
comment Best way to blend colors in tile lighting? (XNA)
How do you get factor then? is it a value per tile?
Jun
8
revised Best way to blend colors in tile lighting? (XNA)
added 635 characters in body
Jun
8
comment Best way to blend colors in tile lighting? (XNA)
It's just the proper factor based on the distance of your second light. It doesn't really matter whether you multiply or divide, it depends on your factor (you could also imagine that my factors are actually 1 / yourfactor). I just consider using multiplication to be more "natural" as it allows you to clearly/easily translate the factor to the result, like .5 dimming the color to half its initial value.
Jun
7
answered Best way to blend colors in tile lighting? (XNA)
Jun
5
answered Is Unity's Random seeded automatically?
Jun
4
answered Can I use copyrighted images and music in my game?
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.