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location Bavaria, Germany
age 32
visits member for 3 years, 11 months
seen 53 mins ago

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.
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)?