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comment How to download the source code of Fastsubd?
It's a broken link on a twenty year old web site.
Jul
29
comment Can I legally remove the default Unity splash screen by removing it from the APK?
-1 Gamedev.se is about collecting real answers to real questions. This sort of amateur speculation isn't helpful, particularly on matters of law.
Jul
26
comment glGenArrays - This functionality is not available
And a link to the documentation for how to specify what context you want in lwjgl, with some extra notes about requirements to make it work on OS X. (I've never used lwjgl personally and so can't vouch for its accuracy, but it looks reasonable to me)
Jul
26
comment Which of these two rotation methods are better
Note that when working in radians, one would ordinarily cycle through (0 - 2*pi). The 0 - 360 range is more commonly used for values expressed in degrees. Your cos/sin trigonometric functions will almost assuredly be wanting values in radians. Worth making sure that your 'theta' values actually are expressed in radians rather than in degrees.
Jul
20
comment How often do big MMORPG update the physics?
Don't get me wrong; MMO servers will often have periodic tasks that they run. Check for monsters that need to be respawned, consider spawning resource nodes, backup the game state. Maybe even something more fancy if your game has some procedural activity. But it's not like physics where you're running 'x' times per second even when nobody's around. You might check for spawning monsters a few times a minute, tops (or more likely, have an external program which does that, and merely pokes the server to let it know that it's time, so the server itself can focus on handling client requests).
Jul
19
comment How often do big MMORPG update the physics?
So this is a "asking for trivia about other people's games which already exist" question as opposed to a question about developing a game?
Jul
6
comment OpenGL texture seams
Spoiler: In the end, it's going to turn out that the source image's dimensions aren't a power of two, and so are being padded during the load due to SOIL_FLAG_POWER_OF_TWO.
Jul
1
comment OpenGL Shaders Ignored
glGetError() would have spotted that problem. :)
Jun
29
comment GLSL 330 Core Bug? - Uniform variable will not set to value if it is named a certain way
(note that the above is not behaviour which is mandated by the standards; it's just an explanation for what was actually failing in this particular case, using the specified ATI driver, according to some debugging.)
Jun
29
comment GLSL 330 Core Bug? - Uniform variable will not set to value if it is named a certain way
See my comment below about "Suspected driver bugs still almost always turn out to have been technically-illegal OpenGL code which one vendor let you get away with and another didn't." In this case, if your shader uses pr_matrix and vw_matrix but not the others, pr_matrix is uniform 0 and vw_matrix is uniform 1. If the shader uses pr_matrix and m1_matrix, pr_matrix is uniform 1 and m1_matrix is uniform 0. Your code was always setting the projection matrix into uniform 0.
Jun
29
comment GLSL 330 Core Bug? - Uniform variable will not set to value if it is named a certain way
Driver bugs still aren't common -- just much less absurdly rare than C compiler bugs. Suspected driver bugs still almost always turn out to have been technically-illegal OpenGL code which one vendor let you get away with and another didn't. Just not in this case. :)
Jun
29
comment GLSL 330 Core Bug? - Uniform variable will not set to value if it is named a certain way
(You get the these issues using ATI's official drivers on Windows or Linux, under OpenGL. You don't seem to get them on OS X; presumably they're using entirely different codebase for their ATI drivers? Additionally, you don't get these issues on Linux if you're using the open-source community drivers instead of the official ATI ones.)
Jun
29
comment GLSL 330 Core Bug? - Uniform variable will not set to value if it is named a certain way
(With that said, I've seen a lot of newly-ported-to-OpenGL games fail on certain ATI cards due to the "not retaining previously set uniform values" issue. The general wisdom is that you should remember what uniform values you last set, and not re-set them if they don't change. But on ATI cards with the official drivers, you can sometimes end up rendering using rubbish uniform values if you do that.)
Jun
29
comment GLSL 330 Core Bug? - Uniform variable will not set to value if it is named a certain way
@Flafla2 C compiler bugs are very rare; you're unlikely to ever bump into one unless you're working on an unusual platform. When you suspect a C compiler bug, most people won't believe you; on balance, you're more likely to be making a silly mistake than to have found a real issue. Driver bugs around details in the OpenGL specification are much, much more common and less unbelievable. Particularly in this sort of area like "what happens with a uniform variable which the host program doesn't actually set a value for" which virtually never happen in the real world.
Jun
28
comment Enemy Follow Player Orthogonal Movement
What is your question? Looks like it's doing exactly what you've specified that you want it to do?
Jun
28
comment Is there a way of moving the transform of an object relative to it's geometry
Note that moving an object's transform always moves the geometry; that's what the transform is there for. What you're really intending to ask is whether there's a way of moving the object's geometry relative its transform.
Jun
28
comment GLSL 330 Core Bug? - Uniform variable will not set to value if it is named a certain way
While we're here, it's worth also mentioning that the current ATI drivers for certain GPUs also don't always correctly retain uniform values when switching between current shader programs. So not only do you need to set all your shader' uniforms explicitly, you need do it it every time you switch from one shader to another.
Jun
28
comment Small text is very light / faint with FreeType and OpenGL
@akaltar Valve's distance field method doesn't render small text well. The big benefit of distance fields is that they make shapes in a texture remain smooth even when drawn much bigger on screen than the texture from which it's drawing.
Jun
3
comment Collaborative Diffusion vs. A* for loose armies combat: any clear winner?
You mean, aside from CD only being useful if every agent is trying to reach the same destination?
May
30
comment How to compute matrix transform local/world on OpenGL
Can you explain the m_WorldTransform = m_pParent->m_WorldTransform * m_WorldTransform; line in your code? Why are you adjusting your WORLD matrix by the parent's WORLD matrix, if they're WORLD matrices already?