| bio | website | |
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| location | ||
| age | ||
| visits | member for | 2 years, 5 months |
| seen | Mar 27 at 22:01 | |
| stats | profile views | 22 |
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Mar 8 |
awarded | Necromancer |
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Dec 28 |
awarded | Yearling |
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Aug 24 |
awarded | Nice Question |
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Aug 21 |
comment |
Fades in older games. Need some help figuring out how the algorithm was derived The game must have had 16-bit color, and the artists probably wanted to squeeze more color out of their game at the expense of transparency, giving an RGBA 5551 color scheme. |
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Aug 21 |
accepted | Fades in older games. Need some help figuring out how the algorithm was derived |
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Aug 21 |
comment |
Fades in older games. Need some help figuring out how the algorithm was derived That's brilliant! It all makes sense now. Thank you! |
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Aug 21 |
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Fades in older games. Need some help figuring out how the algorithm was derived I'm not trying to replicate the algorithm in my own code, just trying to figure out how it was derived. |
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Aug 21 |
asked | Fades in older games. Need some help figuring out how the algorithm was derived |
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Aug 15 |
awarded | Popular Question |
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Jul 20 |
awarded | Popular Question |
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Apr 11 |
awarded | Commentator |
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Apr 11 |
comment |
2D game collision response: SAT & minimum displacement along a given axis? Unfortunately, no. |
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Mar 7 |
awarded | Self-Learner |
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Feb 28 |
comment |
A game engine like unity but for 2d Trivial?! I've yet to find a 2D collision scheme that's "trivial", especially if you've never done it before. |
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Feb 28 |
comment |
How are non-repetitive pixel backgrounds created in 2D games? (e.g., Superbrothers: Sword & Sworcery EP) S&S took years to develop, and this is probably one of the reasons why. |
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Feb 27 |
awarded | Supporter |
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Feb 27 |
awarded | Scholar |
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Feb 27 |
accepted | Real-time UDP multiplayer games: ping measurement? |
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Feb 27 |
comment |
Real-time UDP multiplayer games: ping measurement? Thank you! In retrospect, this seems really obvious, but I'm really new to all this. :) |
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Feb 27 |
comment |
Real-time UDP multiplayer games: ping measurement? Update: on the Quake 3 Networking Model page (web.archive.org/web/20110718080312/http://trac.bookofhook.com/…), there's a mention of unreliable acks. Would this be a good approach — send out a bunch of unreliable UDP packets, noting their sequence number, and then record (halve?) the round-trip time when an ack for a packet returns? |