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May
14
comment Game Opens then Stops Responding Python
And while I'm on the topic, it also says "it is better to use either pygame.event.wait() or pygame.event.get() and check all of (the accumulated) events" instead of just testing whether the mouse button happens to be down at this particular moment.
May
14
answered Game Opens then Stops Responding Python
May
10
comment How do I publish to Google Play if I'm under 18?
Note that if your parent/tutor accepts the contracts, it's not your stuff; it's their stuff. They may allow you to use their stuff, but don't get confused about who has the legal liability and the legal rights in that situation.
May
10
comment How do I publish to Google Play if I'm under 18?
...also, you can't accept Google's Distribution Agreement in the first place, since you're legally a minor and are therefore not considered experienced enough to form binding contracts.
May
6
comment Editing the pixels of a rendered image
Is this question just "how do I render a textured quad in OpenGL?"
Apr
24
answered Problems Animating Texture in OpenGL
Apr
22
answered GL_SPOT_CUTOFF not working properly
Apr
22
comment When prototyping, how can I more easily explore game behaviour?
@JonasByström It's also worth noting that "buy a faster computer" is a completely legal solution to the "how do I get my iteration times down" question, too. And often it can be the cheapest solution, when compared against investing your time into implementing special testing rigs. Getting your iteration time down is an investment that you put a lot of time/money/effort into up-front, but which pays a lot of dividends down the road.
Apr
22
comment When prototyping, how can I more easily explore game behaviour?
@JonasByström When I need to create a new testing mode, it will typically take a few minutes to write the code which sets up the particular thing I want to test, and any dependencies it might have. Or alternately, I can often adapt an existing test mode in a few seconds (For example. I'll generally modify my existing UITest mode to load a different piece of UI, rather than create a new one). It doesn't really matter much how long it takes to set up, though; the point is that once it's set up, I can iterate at absurdly fast speeds, which keeps me productive during that iteration time.
Apr
22
comment When prototyping, how can I more easily explore game behaviour?
@JonasByström I divide my games up into "modes". It's basically just a big state machine. So I will typically have a "Title Screen" mode, an "In Game" mode, a "Credits Scroll" mode, etc. They're like embedded games inside the executable. My "testing" modes are things like "UITest", which will simply load and draw a piece of user interface, without loading any other game content. Or "RenderTest", which will load and draw some particular object, without loading anything else.
Apr
21
awarded  Nice Answer
Apr
21
answered When prototyping, how can I more easily explore game behaviour?
Apr
19
comment How to use TextureArray's Pre-OpenGL 4.2?
Ah, yes; I'd missed the core thrust of your question; I was focused too much on the line with the question mark on it. :)
Apr
18
answered How to use TextureArray's Pre-OpenGL 4.2?
Apr
16
comment How to approach animations and OpenGL
That's a lot of questions.
Apr
14
comment Hundreds or even thousands of “slow” running CPUs emulated on GPU?
What problem are you actually having, or is this just theorycrafting?
Apr
14
comment Why should i set glClearColor and setProjectionMatrix in render method many time in LibGDX?
RE: "is't it a performance loss?", have you actually measured a performance loss? Or is that just a theorycrafting question?
Apr
3
comment Efficient UI for RTS units
On what basis do you say that option 1 might use "too much" memory? How much memory would it use, and how much is "too much"? On what basis do you say that the second uses "no caching at all"; what would it not be caching, and why would it not be caching it, and why would not caching whatever it is that you're not caching be a problem?
Apr
3
revised SDL2: Unable to get center of screen when drawing more than one texture?
added 67 characters in body
Apr
3
answered SDL2: Unable to get center of screen when drawing more than one texture?