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location Tehran, Iran
age 23
visits member for 3 years, 6 months
seen 4 hours ago


Jan
30
comment Colour intersection of two alpha-blended sprites
@Arne can you tell which combination of blend functions will result in that behavior?
Jan
30
answered How to apply logarithmic type formula for speed?
Jan
2
awarded  Notable Question
Jan
2
reviewed Approve suggested edit on 2D and 3D Perlin Noise Terrain Generation
Nov
14
comment Cocos2d: Moving background on update: offsett issue
not int, but for moving objects, that should always be aligned like the background you are working on, it's much nicer if you round the position just before drawing, always working with integers is not really nice since objects won't move smooth enough
Nov
14
comment Cocos2d: Moving background on update: offsett issue
base on my experience image positions should not have a fractional part, otherwise you'll see those artifact
Nov
8
answered cocos2dx- set draw() method interval time
Nov
5
comment What's wrong with this Open GL ES 2.0. Shader?
also are you sure you can use implicit casting from int to float? I mean shouldn't you use (float)u_XSpritePos? also note that in your current code, into to float conversion is happening for every vertex, it would be faster if you move that piece of code to CPU side, and pass float values to u_XSpritePos and u_YSpritePos.
Nov
5
comment What's wrong with this Open GL ES 2.0. Shader?
try commenting shader lines one by one and see when it's successfully compiled?
Nov
1
comment How to make natural-looking paths with A* on a grid?
here is just an idea, increase the cost of moving from one tile to another for every step agent moves in same direction.
Oct
16
awarded  Enlightened
Oct
16
awarded  Nice Answer
Sep
17
comment What makes Unity3D games look so similar?
this answer actually very true, and it's not restricted about unity games. For example you can easily recognize UE3 games, CryEngine3 games or even Source Games. Even the heavily moded Engines (like the one used in FarCry3 brings some traces of original engine's rendering result, which makes it kinda easy for anyone to tell what's under the hood. I guess shaders, and then lightening have the most impact in this case. but we shouldn't forget about other smaller (less similar) details, like LOD, or texturing or programming habits, or resource file organisation encouraged with each engine.
Sep
13
comment How can I modify PlayStation 1 games?
what about creating an image file from that CD, modify it, and then burn it down again? though I think for such a process to work your device should be jail broken?
Sep
13
comment How can I modify PlayStation 1 games?
@Evan I'm pretty sure it's possible, since I've seens some modes. in that case it was PES6 on PS2, but I think the procedure should be almost same. in the mod I'm walking about almost all players had all their properties maxed out.
Aug
14
comment Converting data file of Sprite Atlas from JSON to Cocos 2D
regarding of your first paragraph, note that he has the JSON atlas, he want to convert it to cocos2d format (aka. TP defautl export format)
Aug
6
revised Data structure for random outcome from a hit probability table
added sample code.
Aug
6
answered Data structure for random outcome from a hit probability table
Aug
2
comment How to switch sprite animations in cocos2d-x?
@haxpor removing stopAllActions, won't be that much of good idea. Since he'll end up running two animations at once. also note that using stopAllActions itself is not that good idea either, since there might be other actions (like CCMoveTo) in progress. It's much more better if you explicitly call stopAction(currentAnimationAction).
Aug
2
comment How to switch sprite animations in cocos2d-x?
@nosmirck I guess it's because no one retained that _cached_idle_animation. when you first call run action, that action is retained by scheduler, later when you stop all actions, it's released and therefor gets deleted. finally when the jump animation is finished, you are trying to run an action which was already deleted, and that'll cause access violation.