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Feb
20
awarded  Nice Answer
Feb
19
answered Could I make my own pokemon game without running into a copyright issue?
Feb
19
comment Could I make my own pokemon game without running into a copyright issue?
That could still be considered satire. After all, Pokemon is a game about animals with powers that are captured by children and trained to fight against each other. A deconstruction of Pokemon would not be complete without pointing out the inherent violence of it, so a bloody, violent Pokemon is par for the course. Like all satire or parody, it's about how you present it.
Feb
19
comment SFML Segmentation Fault when using VBOs?
I'm curious as to why you're taking a tutorial meant to teach modern, shader-based techniques, and are adapting it to fixed-function rendering? Doesn't that kinda defeat the whole point the tutorial's trying to get across?
Feb
19
revised SFML Segmentation Fault when using VBOs?
added 880 characters in body
Feb
19
answered SFML Segmentation Fault when using VBOs?
Feb
19
comment How legal would it be to use some elements of the Half Life universe in my non comercial, indie game?
"Basically, it would be a 2D Portal clone, but it would have it's own story, and portals would be different, along with the mechanics of making and using them." Then take out the other Half-Life elements. It's your game, not theirs.
Feb
19
answered How do 2D art assets (eg. sprites) work?
Feb
19
comment How do 2D art assets (eg. sprites) work?
There are a lot of questions in this question. We tend to frown a bit on that.
Feb
18
comment Implementing Power-Ups in a game
Define "clean, flexible way." How "flexible" do you want things? Do you intend to script these things? Do you want the script to be able to do anything, or only a fairly enumerable set of possibilities?
Feb
18
comment Immediate GUI - yae or nay?
@ImmanuelScholz: Have you considered that maybe retained GUIs aren't actually "that ugly"?
Feb
18
comment Immediate GUI - yae or nay?
@ImmanuelScholz: "I surely did not comprehensible describe what a "immediate GUI" contains in detail here" Then your question is incomplete. Indeed, it's rather misleading, because "immediate mode" implies a lack of state. The term "retained" comes from the fact that it does have state. So if an "immediate mode GUI" retains state... it's not immediate mode.
Feb
18
comment Immediate GUI - yae or nay?
@ImmanuelScholz: "I fail to see an argument against a general "Immediate GUI approach" in this" I thought I explained it pretty well: someone has to write the code. Someone has to get input, move the cursor around, manage a current control, handle layout, etc. Your description of an "immediate mode GUI" loses all of that, and all of that is important for anything save the most simplistic output-based GUI. So I fail to see your argument that the "immediate GUI approach" has any upsides whatsoever.
Feb
18
comment Immediate GUI - yae or nay?
@Immanuel: "By the way: your pictured functionality of a textbox can be (and is, e.g. in UnityGui.TextField) implemented within in the RenderTextBox class." You said that RenderTextBox was a function, not a class. So your division between "immediate mode" and "retained mode" seems to be around where the data is stored, not who's managing it. If so, you need to make that distinction more clear in your question, because it suggests that an "immediate mode GUI" simply draws stuff on the screen. That it can't get input (because that would require persistent state) and such. So which is it?
Feb
18
revised Immediate GUI - yae or nay?
added 197 characters in body
Feb
18
answered Immediate GUI - yae or nay?
Feb
17
comment glBlendFunc transparency in cocos2d?
What does it actually do in cocos2d?
Feb
17
awarded  Tag Editor
Feb
16
comment FBO Depth Buffer not working
@rcapote: Are you using a perspective projection or an orthographic one?
Feb
16
answered Roguelike Class Structure Makes Everything Effectively Global