| bio | website | p-yank.com |
|---|---|---|
| location | North Carolina | |
| age | 28 | |
| visits | member for | 2 years, 4 months |
| seen | Jan 27 at 9:11 | |
| stats | profile views | 40 |
Badabing - badabang -badaboom
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Feb 5 |
asked | Rendering skybox in first person shooter |
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Feb 5 |
comment |
Improving first person camera and implementing third person camera it says someone answered, but i can't see the answer. I've tried three different browsers, but it shows up on none ? |
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Feb 5 |
comment |
Improve mouse movement in first person game For one: I've always been doing first-person view like this. I wanted to learn if there is a better way out there. Also, When I alt-tab out of the game, it still tries to center the mouse. I'll somehow need to flag it when the game goes out of scope. |
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Feb 4 |
comment |
Improve mouse movement in first person game I already have a cross-hair in place hiding the mouse. |
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Feb 4 |
asked | Improve mouse movement in first person game |
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Feb 4 |
asked | Improving first person camera and implementing third person camera |
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Feb 4 |
answered | Vertex Array Object (OpenGL) |
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Feb 2 |
awarded | Teacher |
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Feb 2 |
comment |
How to make a video game map that can be used by Android? Look at serialization/deserialization for storing your data in a binary file. |
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Feb 2 |
comment |
How to make a video game map that can be used by Android? See TheCommunistDuck's reply. It should give you an idea of what the 2D array would look like. The idea is..imagine your world to be segmented into tiles (each of dimension 32 x 32pixels). This would look like a grid (or 2D array). Now, you can assign int ids to each cell and the array would look like his reply. So, now your game knows wheres land and wheres water. Now, once you author this 2d array, you can serialize it and store in binary format. When your game loads this file, it would deserialize it and reconstruct that 2D array, which your game can now interpret based on the ids stored |
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Feb 2 |
answered | How to make a video game map that can be used by Android? |
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Feb 2 |
awarded | Editor |
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Feb 2 |
revised |
Inverted textures deleted 10 characters in body |
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Feb 2 |
comment |
Inverted textures Yup. I don't understand how spritebatch handles the projection matrices in effect and I think that is where lies the answer to my problem. |
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Feb 2 |
comment |
Inverted textures scale is usually anywhere from 50 to 150. Its never negative. I'm not doing anything extra than what I specified here. I create the effect only to use the projection matrix. I am using XNA4, and I do pass the effect as a parameter to Spritebatch.Begin(see last parameter); but when I did that..no texture showed up. I had to manually invoke to make the textures start appearing on the screen. |
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Feb 2 |
asked | Inverted textures |
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Jan 30 |
awarded | Supporter |
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Jan 27 |
answered | How to restrict paddle movement using Farseer Physics engine 3.2 |
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Jan 27 |
awarded | Student |
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Jan 27 |
asked | How to restrict paddle movement using Farseer Physics engine 3.2 |