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awarded  Notable Question
Feb
3
revised Is there a known most efficient version of A* search algorithm?
added 287 characters in body
Feb
1
revised Is there a known most efficient version of A* search algorithm?
deleted 2 characters in body
Feb
1
revised Is there a known most efficient version of A* search algorithm?
added 144 characters in body
Feb
1
revised Is there a known most efficient version of A* search algorithm?
deleted 8 characters in body
Feb
1
answered Is there a known most efficient version of A* search algorithm?
Dec
26
revised Create fog (smoke) on Unity3D?
added 8 characters in body
Dec
18
comment Dual Contouring - what is it and how to use it?
Glad to help. Have you looked for open source C sharp solutions? - that may be the easiest way to get a working approach of your own!
Dec
17
comment Dual Contouring - what is it and how to use it?
I've +1'ed you, maybe someone else will bring you back up to zero. Remember that such topics are not particularly beginner's topics, computational geometry type stuff can be confusing. Sometimes you need more experience before tackling such things. Also, in future keep all unnecessary cruft out of your text, people don't care and don't want to read a wall of text. Rather err on the side of brevity.
Dec
17
revised Dual Contouring - what is it and how to use it?
deleted 755 characters in body
Dec
17
comment Dual Contouring - what is it and how to use it?
It's clear that you are an amateur programmer, because one of the first things that one looks for in a moderately experienced problem-solver is the ability to breaks things down and ask one question / solve one problem at a time. That is a fault with your level of experience as a problem solver, not a problem with this site which aims to keep issues focused for good reason (reuse). Don't worry, most of us start that way. Let me edit your question to what I think you need answered most fundamentally. If you don't like it, we can roll back those changes.
Dec
15
revised Ideal draw order - sort primarily by distance or material?
added 83 characters in body
Dec
15
comment Is deferred rendering/shading possible with OpenGL ES 2.0 ?
discard is really, really bad for tile-based pipelines which many/most mobile GPUs use.
Dec
15
comment Ideal draw order - sort primarily by distance or material?
@DMGregory's saying that given a minimum of one aspect (say diffuse) rendered in the g-buffer pass, you'll get a populated depth buffer which then can be used to accelerate the 2nd pass, making this question moot because there is no choice to be made: sort on distance for 1st pass, sort on material in 2nd pass, and you're done. Same deal for z-prepass as with deferred / g-buffer. It's a good point. OTOH for old school, single-pass forward rendering, my answer applies - a choice must be made. But such an old approach is of limited use.
Dec
11
revised Ideal draw order - sort primarily by distance or material?
added 5 characters in body
Dec
11
revised Ideal draw order - sort primarily by distance or material?
edited title
Dec
11
answered Ideal draw order - sort primarily by distance or material?
Dec
3
revised How do I make players believe they're doing something wrong even when they're not?
edited tags
Dec
1
comment What is the most efficient container to store dynamic game objects in?
@JeffGates Cheers for these insights - have emailed you.
Nov
30
comment What is the most efficient container to store dynamic game objects in?
@JeffGates Really like this answer. Fully agree re accepting worst case as standard case runtime cost. Backing the free linked list using existing array is very elegant. Questions Q1: Purpose of maxUsed? Q2: What's the purpose of storing index in the low-order bits of id for alloc'ed entries? Why not 0? Q3: How does this handle entity generations? If it doesn't, I'd suggest using Q2's low-order bits for ushort generation count. - Thanks.