756 reputation
57
bio website
location Bulgaria
age 26
visits member for 3 years, 10 months
seen Oct 11 '13 at 14:31

Let's stress test this bitch. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA


Feb
9
awarded  Yearling
Oct
24
awarded  Popular Question
Jun
12
comment How was collision detection handled in The Legend of Zelda: A Link to the Past?
Sorry :) Back then I didn't know how the SNES handles sprite overdraw on the hardware level. Although, looking at the other answers in this thread - it seems my educated guess was in fact a fairly decent approximation of what the developers did(i.e. they didn't actually use pixel-perfect collision, but 8x8 grids).
Feb
9
awarded  Yearling
Jan
21
awarded  Guru
Feb
9
awarded  Yearling
Jan
10
awarded  Scholar
Jan
10
accepted Which of these DirectX11 calls actually sends data to the GPU?
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.".
Jan
8
awarded  Student
Jan
8
asked Which of these DirectX11 calls actually sends data to the GPU?
Jul
28
awarded  Good Answer
Feb
9
awarded  Nice Answer
Feb
9
awarded  Supporter
Feb
9
awarded  Teacher
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 :)
Feb
9
awarded  Autobiographer
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)
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
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.