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seen Sep 28 at 18:09

Aug
10
awarded  Yearling
Mar
16
comment Creating a content pipeline for a Unity
Very often you will find that Unity lets you configure things to your needs. Per-texture you can select compression and size per-platform for example. However if this doesn't suit you, you can write editor scripts to copy your files to their proper place (I do this to set up Android plugins for different configurations), and you can use unity's API to configure the assets.
Sep
16
answered What is “terrain mesh generation” exactly?
Aug
14
comment UV Atlas Generation and Seam Removal
You are most likely correct in your assumption that it is related to imprecise coordinates. What's actually happening is bilinear interpolation - when the texture coordinates don't match the texels exactly, it will take some of the color from the nearest pixel (along the x and y axes, hence the "bi" in the name). The solution below (expanding the edges of the images on the lightmap) will most likely work because of this. Another solution (or a way to test this) would be to set the texture filtering mode to nearest, which "snaps" the imprecise coordinates to the texels.
Aug
10
awarded  Yearling
Aug
1
answered Reducing overdraw cost: does triangle ordering matter?
Jul
10
answered Entity System creating Components
Jun
17
comment Time critical events based on framerate
I found a random blog post explaining the fixed timestep idea (didn't check it thoroughly, there is a lot of documentation of this on the internet): gafferongames.com/game-physics/fix-your-timestep
Jun
17
answered Time critical events based on framerate
Jun
8
answered How does normal mapping really work?
May
25
comment Call Unity3D coroutines from a scripting language
What I meant was that you can manually skip all the returned "WaitXYZ" objects that would halt the thread. Not the best solution, that's why I only commented it.
May
25
comment Call Unity3D coroutines from a scripting language
Get the return values of the coroutine in a loop. Check the returned value's type - if it's a wait yield type, handle it differently.
Apr
28
answered Calling glGetError() in release builds?
Apr
11
answered Is it possible to make isometric game of 200 * 200 tiles per map in Unity?
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.
Apr
10
awarded  Commentator
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.
Apr
9
answered gbuffer - how to store an integer data
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?
Feb
17
awarded  Enthusiast