| bio | website | electronicmeteor.wordpress.co… |
|---|---|---|
| location | Chicago, IL | |
| age | ||
| visits | member for | 1 year, 8 months |
| seen | Apr 6 at 6:05 | |
| stats | profile views | 76 |
Web developer by trade, but at night I'm just another hobbyist game developer working on tightening up the graphics in Level 3.
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Sep 7 |
comment |
XNA 4.0 SpriteFont not displaying all Characters Try checking out what PIX shows in the DrawString step of the process. Also have you tried using the default sorting mode (SpriteSortMode.Deferred)? |
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Sep 4 |
answered | Low-level game engine renderer design |
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Aug 31 |
answered | game engine done, ideas missing |
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Aug 23 |
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How to start creating an interface for a game in Blender or Unity? Go simpler if this is your first game. Games with such GUI components are probably out of your reach, plus you are probably not using one of the best tools for the job to make GUI components. |
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Aug 22 |
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Crystal Transparency(Shadows) The term you should look for is caustics, when doing these type of shadows. |
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Aug 22 |
answered | How are 8/16 bit sprites created? |
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Aug 22 |
answered | Recursive or linear gameobjects update? |
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Aug 19 |
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Highlight edge on 3d cube in directx Has the feature of selecting edges been already implemented? Edge highlighting can be a trivial problem if you have the that feature done. |
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Aug 17 |
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How can I accomplish Pokemon-style movement over tiles in java? Make sure to do check for 0 < t < 1 in order to disable player input during this time. The last thing you want is seeing something unexpected if the player tries other actions during the walk, such as buffering a lot of walk actions that won't stop for a long time. |
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Aug 14 |
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Microsoft XNA code sample wont work with blender model Procedurally generated textures will not export as an image with the model by default. |
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Aug 14 |
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Strongly Typed Skills I find this design flaw easier explained in an MVC context. Usually, controllers are implemented/inherited from a generic controller class and ideally contain logic unique to that controller. Your design is like making multiple controllers that have similar logic, all loading the same views, and that only differ by the data members/model data used in them. Therefore, only one controller is needed. |
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Aug 9 |
answered | Scene transitions |
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Aug 9 |
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How do you stop an Ogre PSSM shader from creating unwanted or blocky shadows due to large 'world size' It's true that PSSM only differs from CSM in how the splits are generated, but you should attempt to increase the res of the closest maps only. This gives you more headroom to use even larger textures without increasing overall memory usage much. |
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Jul 30 |
comment |
Bejeweled-like game, managing different gem/powerup behaviors? I second this object oriented approach for this problem. More specifically, use the Strategy pattern for the inherited objects. Although using events may be more straightforward in some languages. |
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Jul 30 |
answered | Grouping game objects |
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Jul 28 |
answered | What can I do with an old XNA game? |
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Jul 27 |
awarded | Nice Answer |
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Jul 26 |
comment |
Why is my deferred lighting implementation so expensive? Definitely consider using shapes for lights, because performance on deferred lighting is mostly fill-rate dependent. It will also offer more flexibility, like using shapes other than circles for different sorts of area lights. |
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Jul 25 |
answered | Player's feeling towards stage selection in a platform game |
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Jul 21 |
answered | Collision Detection Failing at faster Speed? |