| bio | website | |
|---|---|---|
| location | Bavaria, Germany | |
| age | 30 | |
| visits | member for | 2 years, 5 months |
| seen | 15 hours ago | |
| stats | profile views | 41 |
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Dec 26 |
comment |
Storing huge 2D tiled map in a txt file You could split your grid into cells, each compressed on its own. But to be honest: Don't reinvent the wheel. Just using some existing algorithm (e.g. through zlib) or some existing image format (like PNG) might be the most elegant solution. |
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Dec 26 |
awarded | Commentator |
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Dec 26 |
comment |
Storing huge 2D tiled map in a txt file So essentially a 2D RLE. How about first ignoring overlappings, looking for all rectangles you can fit in there, then looking for redundancies? |
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Dec 26 |
answered | Storing huge 2D tiled map in a txt file |
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Dec 26 |
comment |
Storing huge 2D tiled map in a txt file You could just use a PNG image (make sure you pick a lossless format, so JPEG won't work) for storage. The editor could still be visual and WYSIWYG. |
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Dec 21 |
awarded | Yearling |
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Dec 21 |
revised |
How to synchronize clocks in multiplayer game? added 53 characters in body |
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Dec 21 |
answered | How to synchronize clocks in multiplayer game? |
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Dec 19 |
answered | Problem with alleg42.dll / program crashes / Allegro & Codeblocks |
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Dec 19 |
suggested | suggested edit on Problem with alleg42.dll / program crashes / Allegro & Codeblocks |
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Dec 19 |
comment |
Letting the user draw a Polygon Body and Image Do you just draw your own character? Or is it more like drawing a map or something where the vertices have something to do with actual gameplay (other than defining what's visible)? If it's just visual, you could just put the user's drawing on a quad and move/transform that rather than creating actual vertices to bend. |
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Dec 19 |
comment |
OpenGL - white edges on cubes Looks like gaps to me - no texture bleeding (unless it's quite some high res texture) considering the tiny and sharp bits. |
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Dec 18 |
awarded | Citizen Patrol |
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Dec 12 |
awarded | Custodian |
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Dec 12 |
awarded | Editor |
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Dec 12 |
reviewed | Edit suggested edit on How do I cap rendering of tiles in a 2D game with SDL? |
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Dec 12 |
revised |
How do I cap rendering of tiles in a 2D game with SDL? The inner loop originally increased y again when it should increase x, I simply replace y++ for x++ |
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Dec 12 |
answered | How do I cap rendering of tiles in a 2D game with SDL? |
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Dec 6 |
comment |
Calculating Hit Accuracy score in a game Ah, you're right. Thought about counting actual hits rather than shots that hit. |
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Dec 6 |
comment |
Calculating Hit Accuracy score in a game Depending on the type of ShotsFired and ShotsHit you might want to cast them first to avoid integer division. Also I don't consider the number of shots fired being an issue. Such games usually show both values and only consider values for rankings, if a given minimum number of shots have been fired. One more thing to note, which might be more serious issue: If you're able to hit multiple targets, it's possible to get more than 100% (or back to 100%) rather easy (prominent example: Battlefield 3's shotguns). |