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 Yearling
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Feb
7
awarded  Yearling
Dec
29
awarded  Popular Question
Dec
28
answered Better way to timestep?
Nov
8
awarded  Custodian
Nov
8
reviewed Reviewed Do I need more than one UDP socket on the server?
Nov
8
reviewed Reviewed Errors happen when using World.destroyBody( Body body )
Nov
5
asked Nothing drawn in Window, not even the clear color
Sep
18
awarded  Tumbleweed
Sep
11
asked How to simulate a recoverable graphics driver crash
May
5
comment How to fix artifacts when using equirectangular 360 panorama photo on sphere
@DMGregory you should definitely convert that into an answer.
May
4
comment How to fix artifacts when using equirectangular 360 panorama photo on sphere
Can you show us a picture of the effect? There are so many kinds of artefacts possible. hard to guess which type is giving you trouble :).
Mar
5
comment What is Vulkan and how does it differ from OpenGL?
I thought Vulkan, like Mantle, would stand next to OpenGL for more low-level access, not replace it completely. At least that is what I've read so far. Or will Vulkan cover both low-level and high-level operations?
Feb
7
awarded  Yearling
Jan
4
comment Can someone explain to me how setting shader parameters aren't a bottleneck?
(Small tip, always measure performance in frametime (ms it takes to render a frame), not fps as results in fps might seem contradictory) mvps.org/directx/articles/fps_versus_frame_time.htm )
Oct
22
comment My pool balls often jump around when there are two or more balls colliding/touching
Ok, I'm still not 100% sure this is correct. Check out some articles by Gaffer especially "Fix Your Timestep". Its really important to get this right, if you want to achieve stable physics. gafferongames.com/game-physics/fix-your-timestep
Oct
21
comment My pool balls often jump around when there are two or more balls colliding/touching
Don't you need to know the number of iterations up front so you can adjust your delta time? I don't see that happening anywhere at the moment. It seems that if you have 5 iterations now, 5x the normal frame time has passed!
Oct
17
comment 3D Translations relative to 3D Rotations
What framework are you using, are matrix calculations not built in? That would complicate things. However, not using matrices will also complicate things. I do not have time at the moment to deduce all calculations done by the matrix for all cases. (There are some corner cases when using trig, where you need to account for the correct quadrant and stuff). Maybe someone else will do it for you, or you can deduce them yourself.
Oct
16
answered 3D Translations relative to 3D Rotations
Oct
13
comment Odd Behaviour XNA Game Component
And in the second try is graphicsDevice equal to graphics.GraphicsDevice? (imo they should be, but it is so weird that giving the second reference makes it work!)
Oct
13
comment Odd Behaviour XNA Game Component
It almost looks like your reference to the graphics device is invalid. What is the value of graphicsDevice in the first version, when you re-initialize the game scene?