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Dec
2
revised How can I create borders in an open-world game that don't feel artificial?
added 7 characters in body
Nov
11
revised How do I check if one square is overlapping another in HTML5 canvas
Caveats
Nov
9
revised How can I detect if a gameObject has collided with two other specific objects at the same time?
rolled back to a previous revision
Nov
9
revised Distance travelled by gameObject and behavior depend on device's performance?
rolled back to a previous revision
Oct
6
revised Trap mouse in SDL
Fixed latest edit to not require C++11 / Microsoft compiler extensions.
Sep
15
revised OpenGL 3.3+ Problem with ortho projection for UI/HUD
Code formatting.
Jul
26
revised glGenArrays - This functionality is not available
added 127 characters in body
Jul
1
revised How does hidden surface removal work?
Removed guerrilla marketing.
Apr
3
revised SDL2: Unable to get center of screen when drawing more than one texture?
added 67 characters in body
Jan
29
revised Mirroring a game object to create symmetry
Removed tag from title, and made a few grammar fixes while I was here.
Jan
16
revised Textures “don't work” when I don't specify any texture parameters. Is this a driver bug or intended behavior?
More edits for simplicity and ease-of-reading.
Jan
16
revised Textures “don't work” when I don't specify any texture parameters. Is this a driver bug or intended behavior?
Rearranged for easier readability.
Dec
24
revised What is the cause of this lighting artifact on my dynamic terrain mesh?
Rewrote first sentence, in light of Josh's edits to the question.
Dec
23
revised How to pick a 3D object with known mouse coordinates if the camera is rotated 60 degrees?
Integrating feedback from Lars.
Dec
23
revised How to pick a 3D object with known mouse coordinates if the camera is rotated 60 degrees?
Whoops. That'll teach me to edit code in a web page. Missed a few variable-name-fixes, in converting from my actual code.
Dec
23
revised How to pick a 3D object with known mouse coordinates if the camera is rotated 60 degrees?
Adjusted camera Matrix accessor function to specify local-to-world. I've seen some bizarre camera APIs which instead provide a world-to-local matrix. That's not what we want, here!
Dec
23
revised Why isn't my aspect ratio calculation working on Android platforms?
now -> not, and then is (...) not -> isn't.
Dec
15
revised Organising levels / rooms in a MUD-style text based world
Fixed TADS code to be Tads3-legal. Improved Inform code. Because I'm OCD, apparently. Also, screenshots
Dec
2
revised Organising levels / rooms in a MUD-style text based world
Updated samples to be complete implementations of the example XML
Dec
2
revised Organising levels / rooms in a MUD-style text based world
Updated Inform sample to be a complete implementation of the example XML, which can trivially be pasted into Inform and run.