| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 1 year, 9 months |
| seen | 10 hours ago | |
| stats | profile views | 9 |
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Apr 28 |
answered | Calling glGetError() in release builds? |
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Apr 26 |
comment |
Programming logic behind Temple Run (OpenGL ES ?)? I don't have time to write a comprehensive answer, but just as a note, people are probably reluctant to answer this because your question displays how little understanding you have with games and engines. Find a tutorial and start with something a lot smaller than Temple Run. |
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Apr 25 |
comment |
Using Multiplayer and Rendering on a single thread As a general note, it is always a good idea to create modularized code, so even if you start out doing things on one thread and later realize it causes issues, it's easier to switch the multiplayer part to a new thread. |
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Apr 11 |
answered | Is it possible to make isometric game of 200 * 200 tiles per map in Unity? |
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Apr 11 |
comment |
GLSL: Why can only some of the matrices be found? I don't see how this could be the case, after all the model matrix contributes to gl_Position, unless I missed something. |
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Apr 10 |
awarded | Commentator |
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Apr 10 |
comment |
gbuffer - how to store an integer data Another issue I spotted other than the one Nathan pointed out is that you really should number pixel types from 0, not 1. Ok, this is a somewhat arbitrary thing, but in programming it is generally nice to index from 0, since that is the smallest possible integer. And another small thing - having branches in your fragment shader may be slower than calculating all the possible colors, then multiplying each of them except the one you're using by 0, and adding them all up. |
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Apr 9 |
answered | gbuffer - how to store an integer data |
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Mar 7 |
comment |
FBO rendering different result between Galaxy S2 and S3 Make sure your background color's alpha, the depth clear value, the viewport and the scissor area are set up properly. EDIT: why did an old topic come up as new? |
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Feb 17 |
awarded | Enthusiast |
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Feb 14 |
comment |
Stack Frames and the Heap I don't think this is a game-development question. There are loads of resources on the net with this information, and explaining it through a public Q&A website is a bit redundant I think. Just google "C and the stack" or something. I don't mean to be offensive, but I really feel this isn't the best way for you to get your information. |
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Feb 5 |
comment |
Stencil buffer and transparent pixels As a minor note, testing if a == 0 might be a bad idea because of texture sampling interpolation. You should do if (a < 0.01) or so, or even define a higher cutoff value like 0.5. |
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Jan 31 |
answered | deferred rendering and a few shading functions |
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Jan 27 |
answered | Pygame's rotation methods have crippling issues, but is it me or Python's pygame? |
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Jan 21 |
answered | Blur offset artifacts |
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Jan 10 |
answered | How to implement rotating Earth effect in 2D? |
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Jan 10 |
answered | SDL2 focus lost = massive gain in FPS |
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Jan 1 |
answered | Working with chunks of terrain |
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Dec 13 |
awarded | Tumbleweed |
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Dec 6 |
asked | Performance issues with visibility detection and object transparency |