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location Bavaria, Germany
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visits member for 3 years, 9 months
seen 12 hours ago

13h
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.
1d
comment How come loading an image to texture is not working in C++ using SFML 2.1?
That's a precompiled version then and it's most likely not for MSVC 2013. You should grab the latest source off GitHub and then follow these instructions.
2d
comment How come loading an image to texture is not working in C++ using SFML 2.1?
Did you download a precompiled version of SFML? If so, I'd assume you picked the wrong version (you'll need one specifically built for MSVC 2013 or compile one yourself).
Sep
26
comment Elite-on the NES
Actually, I consider this an interesting question, considering the limited possibilities of the platform. While I couldn't find any definite answers, it seems like the game works by (possibly) drawing to tile data off-screen and then presenting those as tiled backgrounds. Rumors say that this only worked with the PAL version simply due to the amount of work for the PPU.
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.
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
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.
Aug
9
comment Asymetrcal Public Key (Host it on a server or distribute with launcher)?
@Boreal: Bad wording from my side. I mean "cheating" as in replacing the server (e.g. DNS spoofing) and intercepting all messages. The client won't be able to tell that the server isn't the original one, since the downloaded public key works/fits.
Aug
9
comment Asymetrcal Public Key (Host it on a server or distribute with launcher)?
@ThatHomelessGuy Maybe I misunderstood the question/answer. I thought the key would be used for authentication, so making the key downloadable from the server you're going to connect to, makes it rather easy to cheat here.
Aug
9
comment Asymetrcal Public Key (Host it on a server or distribute with launcher)?
And what if the downloaded key is compromised? IMO embedding the key would be more secure, even if that adds more complexity.
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
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
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.