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12858
bio website vectorstorm.org
location Melbourne, Australia
age
visits member for 2 years, 10 months
seen 7 hours ago

Mobygames Profile (not entirely accurate): http://www.mobygames.com/developer/sheet/view/developerId,80048/


2d
comment What is the utility of squared radius and inverse squared radius for lighting computations?
Curses, you beat me by 7 seconds! ;) (and with a more comprehensive answer, too!)
Apr
15
comment Slight pause/delay when moving
Can you better define "pause", "delay", and "slight"? What actually happens, specifically? Is it just this particular sprite which pauses while the rest of the game continues to animate? Or does the whole game freeze up for a moment? How long a delay are we talking about, here? A second? A millisecond? When does it happen -- just when you press the button, or continuously, or what?
Apr
13
comment OpenGL - How to draw a transition of two textures on one quad?
No. Your math is wrong -- the second blend operation isn't "0.5C1 + 0.5C2". 0.5C1 is the color written into the framebuffer in your first blend, so the second blend operation isn't blending 50% between C1 and C2, it's blending 50% between 0.5*C1 and 1.0*C2. Or in other words, 0.25*C1, 0.25*black, and 0.5*C2.
Apr
12
comment Using Blueprint to spawn objects at runtime in Unreal Engine 4
Heavily edited the question, in an effort to make it re-openable. I think this is the question you were really trying to ask, @Amaresh?
Apr
11
comment OpenGL - How to draw a transition of two textures on one quad?
Eek. In that case, you're going to wind up with the middle of the rectangle having 25% transparency, aren't you? At the middle, the first rectangle will blend to 50% between the background and the first texture, and at that same spot the second rectangle will blend to 50% between that 50% blended value and the second texture, which still leaves 25% of the background showing through, right?
Apr
10
comment OpenGL - How to draw a transition of two textures on one quad?
Doesn't step 4 result in rectangle 2 completely overwriting and obscuring rectangle 1, since it uses a '1' alpha on both sides? With these settings, it seems like you would need to render rectangle 2 before rectangle 1, to make them composite correctly.
Apr
10
comment sdl: unlock mouse in fullscreen mode and make it useable on another monitor
I didn't need to do anything special to support this when I did exactly this, yesterday, testing on OSX using SDL version 2.0.2. Had a fullscreen window on one monitor, not set to capture the mouse, and I was able to freely move the mouse back to the other monitor and interact with windows there. What you're seeing might be platform-specific behaviour? (In which case, you should specify what platform you're working on)
Apr
10
comment Hotplugging Joysticks And Gamepads On OSX
I'd argue that "Is there a specific reason that joystick detection support is weaker for OSX" is completely off-topic here. The "What can be done" question is better. Maybe something like: "How can I detect a USB gamepad being disconnected during gameplay on OSX, using SDL2?", removing the first paragraph entirely. That phrasing seems like it'd be beyond reproach.
Apr
5
comment How do I summarize a game idea into a short document?
What is your question?
Mar
31
comment How does sketchup do it? Previews that is
Whether or not they do anything special, how Google does something isn't really relevant to this gamedev site, I think? Maybe would be better as "how to reduce the polygon count of a high-res model", since that's what the OP probably really cares about? Although that's likely asking for tools. :/
Mar
31
comment How does sketchup do it? Previews that is
Mm, locked up my browser.
Mar
31
comment How does sketchup do it? Previews that is
When you say "HUGE" and "amazingly big", do you mean in terms of scale, or in terms of polygon count?
Mar
27
comment DirectX: Render the black bars
Any particular reason why you can't just draw black rectangles at the top and bottom of the screen? (Or is this question "how do I draw black rectangles"?)
Mar
27
comment How can I read from multiple textures in an OpenGL ES 2 shader?
(in practice, you probably want to call glGetUniformLocation() during setup and store the location somewhere for use in this code. No need to go searching for the shader variable every time you're going to draw; it's not going to move around in between calls to a single shader)
Mar
25
comment Best logic to create and drop new gems in a Match-3 game
..I don't think I've seen a match-3 game that would automatically drop gems into the spaces on left or right? Just straight down.
Mar
24
comment OpenGL 3.3: render to framebuffer w/o depth attachment
If you don't have a depth attachment, how are incorrect depth values output? There's nowhere for those depth values to be output to..
Mar
18
comment Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
@ArthurWulfWhite With that said, I think it's unlikely that any "recalculate every entity every frame and remove and re-add all the grid cell contents every frame no matter what" solution will be faster than an approach which attempts to only recalculate the objects that actually move and only touch the grid cell contents that actually change. Especially when there are a lot of objects in the scene. (Although that's certainly only a benefit when many objects are stationary)
Mar
18
comment Using uniform grids for collision detection - Efficient way to keep track of what a cell contains
@ArthurWulfWhite If it's going to work in most use cases (as you say it will), then the approach that is simple for humans to understand and implement and debug is without a doubt the best approach, except in those few cases where profiling shows it to need further domain-specific optimisation.
Mar
18
comment Infinite terrain techiniques
But you've already answered that inside the question, with three different options and the benefits and drawbacks of each.
Mar
18
comment Infinite terrain techiniques
What is your actual question? You seem like you've posted three answers inside the question itself?