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Apr
21
comment glUniformMatrix4fv - INVALID OPERATION?
Is there actual wording in the GLSL specification that guarantees the presence of the uniform if used-but-not-really-used, or is it anecdotal from a particular implementation? I've had rather convoluted chains of uniform references elided in the past, through things like branching on constants like provably_false ? uf : 0.0
Apr
21
awarded  Peer Pressure
Apr
15
comment Pixel Picking vs Raycasting
Do you want your gameplay logic dependent on the graphics settings and resolution of your player? How do you do any server-side simulation, or picks from other viewpoints than the player?
Apr
14
comment How to prevent players from getting lost during the onboarding phase of an RPG?
Don't forget the case of players getting back into a game after taking an extended break. Some way of refreshing mechanics and keys helps greatly. I played through all of Assault Android Cactus without invulnerability frames, a mechanic that was taught in tutorial 1a.
Apr
8
comment Choosing between multiple shaders based on uniform variable
With the introduction of proper branching in shaders it's way less of an issue of the old "let's run everything and mask the results out" way, particularly if you're coherent in your execution. There may of course be other overheads, always profile.
Apr
5
comment Choosing between multiple shaders based on uniform variable
As a different solution, if the programs are similar enough in the parameters, he could combine them into a single program that in the entrypoint dispatches to one of two functions which performs the actual work. This is a valuable technique if you end up wanting to switch within a single Draw.
Apr
4
revised How to load sprite from JSON?
edited tags
Apr
2
revised Setting oblique projection to data visualization
Reformatted math
Apr
2
comment Setting oblique projection to data visualization
GDSE doesn't do TeX, rewrite your equations in plain text. Note that the author in the PDF you linked talks about OpenGL, in which the Z range of NDC coords is [1,-1], not [0,1]. Compensate for this and ensure that you have the v*M vs M*v convention right, as well as not mixing up storage layouts.
Apr
1
comment Should clients in an online game access the database directly or through a game server?
You could use the Super Meat Boy "TEH INTERNETS" incident as a real example of why this might be a bad idea. In short, the game had remote credentials for the MySQL database that held the user-contributed levels which were discovered by silly people on the internet.
Mar
29
comment Luminance 'y' value of surface texture
If there's no change in semantics, shouldn't that be p00.t?
Mar
29
revised opengl storing multiple indices into indices buffer
Add argumentation for why builtin API is stuck with one index
Mar
29
comment opengl storing multiple indices into indices buffer
Why the constraint about not using multiple index buffers? It seems to be exactly the approach you need to map your index tuple into corresponding buffers.
Mar
29
answered opengl storing multiple indices into indices buffer
Mar
25
comment How can I create an “afterimage” effect like this one?
Would it be possible to tune the effect so that the effect is proportional to movement? As it stands, I think it will blow out alpha edges due to overdraw.
Mar
25
revised Unity3D - Resources load to materials, how to?
edited tags
Mar
23
comment Collisions being detected before objects are intersecting
How does this trivial rewrite answer the problem that the asker has a problem where his tests do not reflect his theory? "Use AABBs" is not an answer if the analogous coordinate ordering does not result in the right thing.
Mar
22
comment How do I structure code with multiple VBOs?
A difference between BufferData and BufferSubData is that BufferData may reshape the buffer, while BufferSubData is stuck with the initial configuration. This matters even more if you use BufferStorage to make buffers of immutable shape, upon which it's an error to BufferData even if you specify identical sizes.
Mar
19
comment Finding dead ends in maze
The problem is a bit underspecified. If you add a red cell to the right of the 4, does that still count as a deadend or as a loop? Do you allow loops at all?
Mar
18
answered About HLSL array packing policy