| bio | website | |
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| location | ||
| age | ||
| visits | member for | 2 years, 1 month |
| seen | yesterday | |
| stats | profile views | 8 |
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May 9 |
revised |
how to represent a nested menu system? improved formatting, some extra clarity |
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May 9 |
answered | how to represent a nested menu system? |
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Jan 12 |
comment |
FPS games: don't they have unrealistic one-eyed view? What are the causes? I agree, @Bogdan - whilst increased FOV doesn't necessarily feel like natural stereoscopic vision, it does go some way towards compensating for the lack. Hence "Quake Pro"-like options. |
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Jan 1 |
awarded | Necromancer |
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Dec 12 |
comment |
SceneManagers as systems in entity system or as a core class used by a system? yeah, sorry - to clarify: I meant that the rendering system will often have its own (optimised) scene management separate to logical scene management |
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Dec 11 |
answered | Algorithms for rainfall + river creation in procedurally generated terrain |
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Dec 5 |
comment |
SceneManagers as systems in entity system or as a core class used by a system? Generally any scene management specific to rendering will go inside the rendering system. Eg. Unity has a Transform component which stores the object's position, rotation and scale. It also has a scene hierarchy (in the GameObject component), and a component's Transform is relative to the hierarchy. This way you can switch out rendering systems as needed (eg. a map view, game view, etc..). As far as breaking rules - it's often better to have more queries between small components, rather than shoveling tonnes of stuff into a single component to avoid "breaking the rules" |
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Dec 5 |
answered | Is there an isometric 2d game that doesn't use tilemapping? |
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Nov 29 |
awarded | Excavator |
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Nov 29 |
awarded | Editor |
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Nov 29 |
revised |
Lighting with VBO added whitespace to fix the final code block, some minor readability grammar changes (have skipped grammar nazism in an attempt to maintain the author's voice) |
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Nov 29 |
suggested | suggested edit on Lighting with VBO |
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Nov 4 |
answered | How to draw a line of a given length towards a given object? |
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Nov 2 |
awarded | Supporter |
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Oct 31 |
comment |
Evolving a Terrain Generator @Alex perhaps this paper will be of interest too. I imagine if you turned some of the mentioned technique on its head you could use it to guide the fitness. (Or it could well just be what you want :) |
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Oct 26 |
answered | Evolving a Terrain Generator |
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Jun 9 |
awarded | Teacher |
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Jun 9 |
answered | Component-based game object systems in practice |