| bio | website | |
|---|---|---|
| location | Spain | |
| age | 23 | |
| visits | member for | 2 years, 4 months |
| seen | May 8 at 16:15 | |
| stats | profile views | 155 |
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May 1 |
awarded | Popular Question |
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Dec 30 |
awarded | Yearling |
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Dec 2 |
comment |
Glenn Fiedler's fixed timestep with fake threads I appreciate your effort but this doesn't answer my question. The issue here is that I NEED separate threads because my game steps are fixed (online game + reproducibility) and requestAnimationFrame steps are not. Case closed :P |
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Nov 29 |
revised |
Glenn Fiedler's fixed timestep with fake threads deleted 82 characters in body |
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Nov 29 |
revised |
Glenn Fiedler's fixed timestep with fake threads added 50 characters in body |
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Nov 29 |
asked | Glenn Fiedler's fixed timestep with fake threads |
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May 19 |
comment |
Tile walking algorithm for already known set of walkable tile? @SamHocevar if your heuristic is good enough (and you have to work hard for a bad heuristic) it is guaranteed to find the shortest. |
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May 17 |
comment |
Determinism in multiplayer simulation with Box2D, and single computer I suspect that you have to (really) fix your timestep. gafferongames.com/game-physics/fix-your-timestep glutTImerFunc is not accurate enough. |
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May 16 |
comment |
How to pathfind over an obstacle? @Gajet I didn't mean physical branches but logical (I mean, there are two separate "paths of search".) |
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May 16 |
comment |
How to pathfind over an obstacle? @zzandy if there's a rake in the field, then it's a mid-goal for your pathfinding algorithm. Your search algorithm will have two separate branches, one towards rake and one towards goal. Once rake is reached, you have two branches towards goal but with different costs. |
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May 16 |
comment |
How to pathfind over an obstacle? @zzandy as I said, agents don't get ideas since they're not intelligent. |
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May 16 |
comment |
How to pathfind over an obstacle? But what if you can carry the device? I thought that's what he meant (and hence my answer.) |
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May 8 |
comment |
Hue, saturation, brightness, contrast effect in hlsl I might have misunderstood you, but ( (-1,1)+180 )/60 = (179,181)/60 = (2.983, 3.016) Besides, he has no problem mapping (-1,1) to (-180,180), but his mapping is (somehow) not what he expects. Lets wait for example images. |
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May 8 |
revised |
Hue, saturation, brightness, contrast effect in hlsl Fixed code |
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May 8 |
comment |
Hue, saturation, brightness, contrast effect in hlsl Please upload some example images. |
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May 8 |
comment |
How do you get a multiplayer-only game to reach critical mass? I guess maybe a notice like "Do you want to play against AI while we matchmake you?" Once matchmaking has been made a notice could pop-up for discarding the AI game and going into pvp mode. |
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May 8 |
suggested | suggested edit on Hue, saturation, brightness, contrast effect in hlsl |
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May 7 |
revised |
GLSL shader compilation added 74 characters in body |
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May 7 |
comment |
GLSL shader compilation @ktodisco yep, I'll make sure to make that clear. I got it right? |
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May 7 |
answered | GLSL shader compilation |