| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 2 years, 2 months |
| seen | 6 hours ago | |
| stats | profile views | 83 |
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15h |
answered | OpenGL ES 2.0: 2D game rendering, no performance gain with glDraw call batching |
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16h |
answered | How to put a “mask” in front of the camera in Ogre? |
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May 12 |
answered | Copyright infringement in game title |
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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. |
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Apr 28 |
answered | Client send rate for network games |
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Apr 25 |
answered | Partially observable game map — is A* appropriate? |
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Apr 20 |
awarded | Nice Answer |
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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. |
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Mar 9 |
answered | Path-finding with obstacles that can be destroyed |
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Mar 9 |
answered | Implementing multithreaded loading screens |
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Mar 8 |
answered | Converting a 2D curve into points for data storage |
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Mar 6 |
comment |
How to implement collision detection of portals? I've edited in some more details. |
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Mar 6 |
revised |
How to implement collision detection of portals? Added some more details |
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Mar 6 |
answered | How to implement collision detection of portals? |
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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. |
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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. |
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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. |
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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. |
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Mar 3 |
answered | Derive a algorithm to match best position |
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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(). |