| bio | website | olhovsky.com |
|---|---|---|
| location | Toronto, Canada | |
| age | ||
| visits | member for | 2 years, 3 months |
| seen | Apr 25 at 1:05 | |
| stats | profile views | 370 |
The Big O.
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Aug 19 |
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Key combinations on poll-based input Continuously updating the down timestamp is the intended behavior. This allows you to compare the up_timestamp and down_timestamp of any key, to check how long it was held for. If you continuously hold a key, you are not changing the up_timestamp, so (down_timestamp - up_timestamp) still gives you the duration it was held for. |
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Nov 3 |
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Why do objects interpenetrate in this simple collision solver? Actually that's not it. Collisions are checked against all other balls, the problem is with the order of the checks (as suggested by the answer with the green checkmark :). Checking against all other balls is not enough by itself. |
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Aug 12 |
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Polygon count target range for MMO being released in 2 years I don't mind the downvotes, but it'd be nice if someone told me why I'm being downvoted. I want to learn too :) |
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Jul 24 |
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How can I edit .qvm (Quake Virtual Machine) files? Thanks Gregory, that's correct. |
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Jul 22 |
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Recognizing a hexagonal clickbox Please note that I wasn't saying that your answer was bad. I think it's a good answer and a solution that has it's place. That said, I wouldn't choose this method over computing the hexagon bounds, as computing the hexagon bounds on any modern platform, as computing the bounds is a much more extensible way to do it. E.g. lets say you want to change the hexagon size -- now you have to rebuild the image? Producing a pixel perfect hexagon mask is a pain. The fact that you haven't produced one here is a testament to that, I think. |
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Jul 22 |
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How can I edit .qvm (Quake Virtual Machine) files? You don't need a "modded" SDK. Urban terror uses the SDK that ID Software provides. You can't edit the QVM files that the Urban Terror modders produced, as I've already said. |
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Jul 22 |
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Recognizing a hexagonal clickbox Just a note: A hexagon has 6 equal length sides. None of the images you presented actually contain hexagons. Instead, they contain 6 sided polygons. Other than that, this method works. It is likely slower than computing the bounds of the hexagon, for larger hexagons though, as this method requires more space for larger hexagons (if you want to keep per pixel accuracy). For small hexagons (and depending on the hardware), this method is probably faster than computing the bounds. |
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Jul 22 |
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Game Sound Effects Availability @3nixios: I know, I wasn't speaking directly to you :) |
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Jul 21 |
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Game Sound Effects Availability If a question is a dupe, then flag it as a dupe, instead of wasting rep and time on downvoting every question/answer involved, in my opinion. |
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Jul 21 |
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Game Sound Effects Availability Perhaps, but the downvote I got was before that link was posted. (Note that the link was posted Jul 4, and I posted this Jul 3). |
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Jul 21 |
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What are the Elements of an MMO Game? Actually the term "MMO" refers to games where many players can interact together in the same environment. For example, even though Starcraft 2 has millions of online players, it is not called an MMO. But I like the spirit of your answer, so maybe change it to reflect what I've just pointed out? |
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Jul 21 |
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What are the Elements of an MMO Game? There are enough pointless MMO questions on this site to create a noobmmo.stackexchange.com. |
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Jul 19 |
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Options available to a programmer on the Main Game Loop I think you meant that you've seen part 4 of this question asked elsewhere. |
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Jul 19 |
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Is there a way of using XNA+Xbox 360 with the current generation of 3D televisions? @Roger Perkins: You're right about the guide display. I didn't consider that. |
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Jul 18 |
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Is there a way of using XNA+Xbox 360 with the current generation of 3D televisions? I think that the 360 guide would be displayed just fine. |
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Jul 18 |
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Aquaria-like graphics look in 3DS Max? The asker wants to know how to create 2D drawn graphics in a 3D modelling tool. That doesn't make sense, and the best answer is really that you shouldn't try to. Pick a better tool for the job. |
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Jul 12 |
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AABB of rotated sprite? 3nixios: You dont, which is why I said that you perform the translation after using the rotation matrix. The reason being that I was concerned that performing the translation before the rotation would be wrong. However, I was mistaken and using a 3x3 matrix multiplication should work out. |
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Jul 12 |
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AABB of rotated sprite? I think you meant a 2x2 matrix representing rotation. Perform the rotation on the original AABB using the rotation matrix, then perform the translation. |
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Jul 11 |
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Material vs Material Pass For example, consider drawing a house, with some bloodspatter applied to a wall. If the bloodspatter is dynamic, you may draw the house in one pass, and then bloodspatter in a second pass. In this type of scenario, two passes is likely better than one pass, due to pixel shader ALU savings, as the bloodspatter only affects a small part of the house. Also, it might not be possible to draw many bloodspatter textures in a single pass, due to limitations of what can be done in some shader models (e.g. instruction limits, shader register limits). |
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Jul 11 |
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Material vs Material Pass Rendering a material in multiple passes costs CPU time in GPU state changes (setting different textures, switching techniques, setting shader variables). So sometimes it is beneficial to do the drawing of objects in one pass, even if there are multiple materials applied to the object. Or, sometimes doing multiple passes saves pixel shader time or texture bandwidth, and it's worth it if that's where your game is bottlenecked. |