| bio | website | zackthehuman.com |
|---|---|---|
| location | United States | |
| age | 25 | |
| visits | member for | 2 years, 10 months |
| seen | 2 days ago | |
| stats | profile views | 67 |
Game programmer by hobby. Actively developing an NES-style platform game in C++.
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Apr 17 |
comment |
Sprite Animation Best Practices @MajidFouladpour We're talking about different things. The answer that I'm giving here only applies to sprite-based animations. This has nothing to do with 3d models vs. 2d sprites. The OP is most certainly referring to 2d animation rather than 3d. |
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Apr 15 |
comment |
Sprite Animation Best Practices @MajidFouladpour I don't think that kind of limitation exists using this technique. You simply have different AnimationData objects for each "viewing angle". |
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Mar 14 |
awarded | Popular Question |
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Jan 8 |
comment |
Is there a sound library for C to generate sound samples from code? I personally find this question a good question. Since I like to program retro-style games it is hard to find resources for things like this without being part of some obscure community. |
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Jan 8 |
answered | Is there a sound library for C to generate sound samples from code? |
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Dec 6 |
revised |
Markup format or script for data files? fixed "sometime" typo |
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Dec 5 |
answered | Markup format or script for data files? |
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Dec 3 |
answered | Animating sprites in HTML5 canvas |
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Dec 1 |
revised |
How to efficiently map tokens to code in a script interpreter? added 18 characters in body |
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Dec 1 |
answered | How to efficiently map tokens to code in a script interpreter? |
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Nov 27 |
awarded | Popular Question |
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Nov 11 |
revised |
Creating a retro-style palette swapping effect in OpenGL Added the shader I used to create this effect. |
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Nov 11 |
accepted | Creating a retro-style palette swapping effect in OpenGL |
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Nov 8 |
comment |
Creating a retro-style palette swapping effect in OpenGL Thanks for the update -- this makes it clear for me. One more clarification: the OpenGL example says that either texture could be in "any format" or "a format of your choice". In my case, all textures are GL_RGBA since I'm using SFML and SFML loads textures as GL_RGBA. Is it still possible to use a shader with two GL_RGBA textures? |
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Nov 8 |
awarded | Nice Question |
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Nov 8 |
comment |
Creating a retro-style palette swapping effect in OpenGL I'm sorry, I wasn't clear in my original comment. I'm familiar with indexed colors and how they work, but I'm not clear on how they work within the context of a shader or a 32-bit texture (since those aren't indexed -- right?). |
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Nov 8 |
comment |
Creating a retro-style palette swapping effect in OpenGL I'm having some problems getting this to work for me, mostly because I don't understand how the index in the color is determined -- could you possibly expand on that a bit more? |
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Nov 7 |
comment |
Creating a retro-style palette swapping effect in OpenGL This is a pretty good idea. I actually had thought of this a while back but it didn't come to mind when I posted this question. There is some extra complexity with this since any sprite that uses this kind of composite-texture will need a more complex drawing logic. Thanks for this awesome suggestion! |
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Nov 7 |
asked | Creating a retro-style palette swapping effect in OpenGL |
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Oct 22 |
comment |
SDL blitting multiple surfaces at once Are you sure that your calculated X values position the image in the visible area of the screen? |