| bio | website | |
|---|---|---|
| location | Bulgaria | |
| age | 24 | |
| visits | member for | 2 years, 3 months |
| seen | May 8 at 18:46 | |
| stats | profile views | 20 |
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Feb 9 |
awarded | Yearling |
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Jan 21 |
awarded | Guru |
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Feb 9 |
awarded | Yearling |
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Jan 10 |
awarded | Scholar |
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Jan 10 |
accepted | Which of these DirectX11 calls actually sends data to the GPU? |
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Jan 10 |
comment |
Which of these DirectX11 calls actually sends data to the GPU? The tests I ran confirm this answer. When I render a lot of objects, there's an initial slowdown for the first couple of seconds but then the framerate goes up. Given that I do the same thing every frame, this must be because at least some part of the buffers is "cached" in VRAM. So the answer is "It will be uploaded only once. Probably. You shouldn't count on it though.". |
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Jan 8 |
awarded | Student |
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Jan 8 |
asked | Which of these DirectX11 calls actually sends data to the GPU? |
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Jul 28 |
awarded | Good Answer |
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Feb 9 |
awarded | Nice Answer |
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Feb 9 |
awarded | Supporter |
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Feb 9 |
awarded | Teacher |
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Feb 9 |
comment |
How was collision detection handled in The Legend of Zelda: A Link to the Past? No problem. If you're satisfied with the answer, you should accept it :) |
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Feb 9 |
awarded | Autobiographer |
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Feb 9 |
comment |
How was collision detection handled in The Legend of Zelda: A Link to the Past? Yeah, just make an 8*8 Half-full-2 tile at (x,y) and then another Half-full-2 tile at (x+1,y+1). Possibly a Full tile at (x, y+1) |
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Feb 9 |
comment |
How was collision detection handled in The Legend of Zelda: A Link to the Past? It's possible they have more types of collision tiles. Like "left-half is full", "top-left, top-right and bottom-left is full". Or, they have only 4 types of collision tiles but the collision grid has an 8*8 resolution, instead of 16*16 |
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Feb 9 |
comment |
How was collision detection handled in The Legend of Zelda: A Link to the Past? That's not necessarily true. Even most of the games today have imprecise collision detections, but visual tricks cause you to think they are pixel-perfect. Given the amount of RAM in a SNES, I don't think pixel-perfect collision would even be possible. |
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Feb 9 |
answered | How was collision detection handled in The Legend of Zelda: A Link to the Past? |