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Sep
30
awarded  Explainer
Sep
30
comment GLSL- How to change a certain color of a sprite, to another color passed into the shader?
As I said, using shaders is perfectly fine, you might just want to think about a way to avoid branching in your code, because that may slow down some cards significantly.
Sep
29
revised GLSL- How to change a certain color of a sprite, to another color passed into the shader?
added 12 characters in body
Sep
29
revised GLSL- How to change a certain color of a sprite, to another color passed into the shader?
deleted 5 characters in body
Sep
29
answered GLSL- How to change a certain color of a sprite, to another color passed into the shader?
Sep
20
reviewed Approve How to properly change resolution
Sep
11
comment Building a chunk w/ blocks: making ramps. How to detect if blocks are making “stairs” (like in a mountain) and should be turned into ramps?
No worries, if you understood Byte56's solution, it's just a few steps more for this more generic approach. Actually what you described in your comment above (picking the right piece based on the "situation") is really pretty much what Walking Squares/Cubes is about.
Sep
8
comment Building a chunk w/ blocks: making ramps. How to detect if blocks are making “stairs” (like in a mountain) and should be turned into ramps?
One more tiny thing I just wanted to add: I've never played Sim City 2000, but Sim City 3000 and Sim City 4. I'm quite sure they don't store the actual height of single squares of landscape (so no real blocks). Instead, they store the height of the vertices/points between them.
Sep
8
comment Building a chunk w/ blocks: making ramps. How to detect if blocks are making “stairs” (like in a mountain) and should be turned into ramps?
To add for optimization, I'd think about some additional flag or map to mark sections or parts of your landscape/chunk as "dirty". Whenever the surface is edited in some way, the flag is set, which will trigger the mesh update process.
Sep
8
comment Building a chunk w/ blocks: making ramps. How to detect if blocks are making “stairs” (like in a mountain) and should be turned into ramps?
@Byte56: Yep sure, although I don't know what's generated so far.
Sep
7
comment Building a chunk w/ blocks: making ramps. How to detect if blocks are making “stairs” (like in a mountain) and should be turned into ramps?
It depends on where/how you define your points. Just take the voxel vertices as points and you're able to use the standard algorithm. Think about it. Voxels aren't that different to point clouds.
Sep
7
answered Building a chunk w/ blocks: making ramps. How to detect if blocks are making “stairs” (like in a mountain) and should be turned into ramps?
Aug
18
answered Algorithm to make entities closely follow one another?
Aug
16
answered Draw lines from the center of the screen at specific angles
Aug
16
comment XBox controller in while loop
For more clarification: Does the message stop printing once you release the button? If so, user00user's solution is enough. If not, then there's some different issue with polling (as I suggested).
Aug
16
comment XBox controller in while loop
This might just be working around the actual issue. Does this work on multiple key presses, i.e. is btnADown = false; ever executed?
Aug
16
comment Collisions and Lists
Please try to provide at least some code and use more punctuation to logically group your statements. I've tried to fix formatting, but I'm not really sure it's what you've had in mind.
Aug
16
revised Collisions and Lists
deleted 2 characters in body
Aug
9
comment How do I switch between the game screen and score screen without redrawing everything?
Rather than comparing the value of Player.action you're assigning it. Plus I'd use switch() rather than multiple instances of if() even if it's just for readability.
Aug
9
comment How do I switch between the game screen and score screen without redrawing everything?
There's probably no real way around that (note that I've never used libdgx so far). You'll typically have to redraw everything, unless you store the output in a render texture, but that wouldn't make any sense here IMO. Things like that are typically organized using a finite state machine, possibly in combination with a stack. Whatever is on top of your stack is updated/rendered. To go back to a previous screen, you just pop the top.