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15h
answered OpenGL ES 2.0: 2D game rendering, no performance gain with glDraw call batching
16h
answered How to put a “mask” in front of the camera in Ogre?
May
12
answered Copyright infringement in game title
Apr
28
comment Client send rate for network games
That is one option, but as I said it depends on the game. An RTS will probably implement things very differently to an FPS for example.
Apr
28
answered Client send rate for network games
Apr
25
answered Partially observable game map — is A* appropriate?
Apr
20
awarded  Nice Answer
Mar
23
comment How do I implement my old OpenGL-based gfx_render_triangle_list using DX11?
You can also use blogs.msdn.com/b/shawnhar/archive/2012/10/12/… to make the API a bit closer to the OpenGL way of doing things.
Mar
9
answered Path-finding with obstacles that can be destroyed
Mar
9
answered Implementing multithreaded loading screens
Mar
8
answered Converting a 2D curve into points for data storage
Mar
6
comment How to implement collision detection of portals?
I've edited in some more details.
Mar
6
revised How to implement collision detection of portals?
Added some more details
Mar
6
answered How to implement collision detection of portals?
Mar
5
comment Premultiplied Alpha And Alpha Testing
It shouldn't look dark if your alpha blending is set up right - you want the source blend factor to be one and not inverse source alpha. blogs.msdn.com/b/shawnhar/archive/2009/11/06/… explains the process well.
Mar
5
comment Premultiplied Alpha And Alpha Testing
How does a different value in the R channel affect alpha testing? Alpha is the same in both cases. Also don't forget that you can use clip() in the shader to get the same effect as the render state.
Mar
3
comment Why does matrix multiplication lead to different result if it's done on CPU, compared to GPU(shader)?
They can both be made to do the same calculation (with possibly minor precision differences). Your code isn't working because it has a bug somewhere.
Mar
3
comment Matrix in constant buffer on the GPU contains NaNs but not on the CPU
Ahh yeah, sorry, those are the command line options for fxc too. I was assuming you were compiling shaders at runtime.
Mar
3
answered Derive a algorithm to match best position
Mar
2
comment Matrix in constant buffer on the GPU contains NaNs but not on the CPU
Those are options for the C++ compiler, not the shader compiler. You can change optimization settings for the shader compiler too if you want - pass D3DCOMPILE_SKIP_OPTIMIZATION to D3DCompile().