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Dec
23
revised How to clip or mask entity in adnroid/andengine?
edited tags
Dec
17
comment How to justify friendly shopkeeper in the cave of doom among millions of mobs?
I think a better question is how you justify a "Cave of Doom" to begin with. If you're just going to throw a random cave at the player and say "go beat this", then sticking an equally random traveling merchant isn't going to raise that much more of an eyebrow.
Dec
14
revised VBO rendering crashed with glDrawArrays
added 16 characters in body
Dec
14
comment Why does writing to a D3DFMT_R32F render target clamp to 1?
Do you even have the slightest clue what he's talking about? He's not trying to display the image. It's just a data table that contains 32-bit floats. There is nothing at all wrong with what he's doing conceptually. Pixel values do not have to be between 0 and 1 because pixel values do not have to be displayed.
Dec
14
awarded  Good Answer
Dec
12
comment Efficient vertex buffer memory management?
I'm not that familiar with D3D, but I'm pretty sure it has facilities that allow you to modify only part of a vertex buffer. So I don't see why each chunk needs its own buffer. Also: "I know it can be improved in ways like a single byte for normals, since in voxels there are only 6 possible directions, however this will come later." If you're running out of memory, then improving that now is probably important.
Dec
12
answered OpenGL Picking: How to avoid entities?
Dec
11
comment How to make my components only contain raw data?
Your case #1 seems to be about making data public. Standard layout rules don't require public members; only that they are all at the same access level. Also, standard layout is for layout compatibility between objects (and between C representations thereof). Trivial copyability is what deals with bitwise copying. And you can have both standard layout and trivial copyability while still hiding your data and maintaining invariants. Ownership of resources is usually what defeats trivial copyability.
Dec
11
reviewed Close Load custom resources in Unity
Dec
11
reviewed Close Is it ok to use polymorphism as a way of “interfacing” with objects in a scene?
Dec
11
reviewed Close World scene graph questions
Dec
11
reviewed Leave Open What is GLEW and how does it work?
Dec
11
reviewed Close Load ads in splash screen?
Dec
11
reviewed Close How do I test for intersection between a ray and a cone?
Dec
11
reviewed Close How to create memory manipulation and how does it works?
Dec
11
reviewed Close c++ text based duel game, buggy turn mechanic
Dec
11
reviewed Close What are some different types of device motion gestures?
Dec
11
reviewed Close Store and retrieve different objects on a tile
Dec
10
revised LWJGL glRotatef() without rotating axes?
Link updating
Dec
10
revised Should I use a world matrix?
Link updating