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May
18
revised Is it possible to get the colliding sides using the separating axis theorem?
added 922 characters in body
May
17
asked Is it possible to get the colliding sides using the separating axis theorem?
May
16
accepted When to detect and respond to collisions?
May
15
asked When to detect and respond to collisions?
May
8
comment OpenGL: Filtering/antialising textures in a 2D game
@DevilWithin I do not store any local pixel data, I really just call glCreateTextures() etc. and then get rid of the pixmap I used to create it. I'll look into this more closely, maybe it's a leak then.
May
8
comment OpenGL: Filtering/antialising textures in a 2D game
@DevilWithin I preload all art for each screen, otherwise I'm seeing visible lags. Since I want to support older PCs with considerably less texture memory, I don't see that as an option. Besides, I'm not caching the pixmaps or compressed image data, I'm simply not calling glDeleteTextures. glCreateTextures seems to store things in RAM.
May
8
comment OpenGL: Filtering/antialising textures in a 2D game
@eBusiness Like I said, they're displayed at fixed size, determined at load time.
May
8
comment OpenGL: Filtering/antialising textures in a 2D game
@DevilWithin 33% more is quite a bit in my case. On a MacBook Pro Retina, I'm already at 1 GB of resident memory use for the huge artwork. Also, speculatively generating smaller images seems wasteful, I know exactly how big my texture is going to be on screen at load time.
May
7
asked OpenGL: Filtering/antialising textures in a 2D game
May
7
revised How was traditional 2D collision detection/resolution being done?
added 137 characters in body
May
7
accepted How was traditional 2D collision detection/resolution being done?
May
7
comment How was traditional 2D collision detection/resolution being done?
@DaleyPaley But how to separate for no penetration? That's the tricky part if there wasn't a standard way to calculate the time of impact (which seems to have come up in the 2000s from what I see).
May
7
revised How was traditional 2D collision detection/resolution being done?
edited title
May
7
comment How was traditional 2D collision detection/resolution being done?
And how about collision resolution/response?
May
7
revised How was traditional 2D collision detection/resolution being done?
added 23 characters in body
May
7
asked How was traditional 2D collision detection/resolution being done?
Apr
22
comment How to reduce/handle image loading times?
Yes, I suppose the format he suggested is an option, but I can't help but think that I'll need to load images upfront no matter how fast loading gets - I suppose it'll still be noticeable, if only on older hardware. Can't really decide if I should have a mapping as described above or just instantiate all entities upfront as much as possible.
Apr
22
comment How to reduce/handle image loading times?
I'd preferably stick with PNG (or any other lossless, patent-free compression format), but I'll keep S3TC in mind if I image loading times get too crazy. But I feel that, whatever I do, I'll have to load images upfront, got advice on that?
Apr
21
comment How to reduce/handle image loading times?
The bottleneck appears to be compression, disk I/O is too fast to be measurable (at least on my box, which has an SSD). So are you saying I should load/decompress images in advance or rather on demand? If the former, any idea how to achieve that besides having that huge mapping I mentioned above?
Apr
20
revised How to reduce/handle image loading times?
edited title