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location Bavaria, Germany
age 31
visits member for 3 years, 8 months
seen 13 hours ago

1d
comment 3D mobile game development
Better look at something less complicated, like making it 2D and top down for example (e.g. look at the first Sim City). It's really hard to say how much work it will be, but I wouldn't expect anything semi-complex, especially if it's just one or two students.
1d
comment 3D mobile game development
Sorry to say, but how is any student supposed to learn something from a project where you don't know enough (anything?) yourself? Or are you one of the students?
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.
Jul
20
comment filling the empty spaces in a certain region in a grid using c++
So you essentially want to draw some path, then pick everything ontop (or on the left) and color it color 1, everything on the other side color 2?
Jul
20
comment Fixing game loop to 60fps makes animation very jittery
Sounds like you've got vertical synchronization enabled and at the same time try to control your rendered framerate yourself. What happens if you set the condition of the render if() to true?
Jul
20
comment filling the empty spaces in a certain region in a grid using c++
That image is really confusing. Couldn't you try to draw some simple step by step drawing, if possible also trying to fill things that should be considered solid or not to be painted or something like that?
Jul
17
comment Creating a seamlessly looping 2D multiplayer level?
@MikaelHögström Just render as usual, but things close to the right edge have to be rendered a second time at the left (i.e. at pos - map_width).
Jul
13
comment Get light positions from an environment map
Don't think that's really possible since you're lacking the depth information from your texture. Only possibility I see right now would be considering the texture as well as it's display position etc. but then you could just pass the light as part of the environment.
Jul
13
comment Get light positions from an environment map
Any specific reason you'd like to do that? Theoretically, you could bake your light vectors to a texture (pretty much like a normal map), but I'm not sure why you'd want to do that.
Jul
7
comment Dealing with multiple licenses
Note that BY-SA in CC BY-SA means "under same conditions" (i.e. the same license) and "with attribution". So you'll have to print or display an appropriate notice somewhere.