| bio | website | bobobobo.wordpress.com |
|---|---|---|
| location | Canada | |
| age | ||
| visits | member for | 2 years, 10 months |
| seen | 1 hour ago | |
| stats | profile views | 557 |
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2d |
awarded | Popular Question |
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2d |
comment |
How to make a Socially Conscious Game? Great references btw. |
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2d |
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How to make a Socially Conscious Game? Your challenge isn't to make a "socially conscious" game. Your challenge is to make a fun socially conscious game. As stated I think your question is overly broad, however. |
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May 20 |
comment |
What are the available libraries for C? Gomila's SFML strikes me as still being immature and under intensive development (volatile). There aren't many published games in SFML, but SDL has tons. Plus, it seems just backwards to script a library from C even though the underlying code is compiled C++ -- it just seems like the ultimate in stubbornness, for hardly any performance gain at all (since a lot of your running code in SFML is going to be C++ anyway) |
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May 20 |
comment |
What are the available libraries for C? Just a comment, John Carmack did what he did in C and Assembly because it was necessary to get the performance on 33 MHz and 166 MHz machines back in 1993-1999. By the time ID Tech 4 rolls around in 2004, ID is using C++ from then on. At this point even mobile devices use object-oriented languages (Objective C++ or Java) and run at "mostly adequate" speeds. So if you're still bent on using C because it's "Carmackian", you're just behind the times my friend. |
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May 19 |
awarded | Nice Answer |
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May 18 |
comment |
How to prevent the “Too awesome to use” syndrome I don't like QTE's because they feel janky and disjointed, they abruptly heighten tension which lead to oh damn moments in the same way that MKII's "Test Your Might" kinda went (only those were optional). |
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May 18 |
answered | How to prevent the “Too awesome to use” syndrome |
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May 15 |
revised |
Is GNU GCC used for AAA games? edited body |
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May 15 |
answered | Is GNU GCC used for AAA games? |
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May 14 |
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Hill-jumping game mechanic like Tiny Wings WhenPigsFly, Space Dragons, and Insane Skaters |
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May 14 |
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Hill-jumping game mechanic like Tiny Wings If you really like this type of game, see: Yellow Fins, Angry Hills, Hamster Ball, Rocket Chicken, Crazy Little Skier, PenguinWings, |
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May 13 |
comment |
What is the correct order to multiply scale, rotation and translation matrices for a proper world matrix? Here is an explanation of "rotate then translate" (spinning) vs "translate then rotate" (orbiting) |
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May 13 |
comment |
Slow glReadPixels As soon as you're calling glReadPixels, it sounds like you're doing CPU processing instead of GPU processing. If you're doing 2 pass rendering, you need to render your scene first to an offscreen FBO. Consider the backing of that offscreen FBO as a "texture" and render again as a single TEXTURED QUAD (flat image), applying your per-pixel effects then in a pixel shader. |
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May 9 |
awarded | Enlightened |
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May 9 |
awarded | Nice Answer |
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May 9 |
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Android game loop's effect on cpu/battery usage - unexpected results eglSwapBuffers blocks for the remainder of the frame (waiting for VSYNC). This is good, but as soon as you split into 2 threads (update/draw) it appears you are SOL on slowing down the update thread without calling sleep. |
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May 9 |
revised |
Why are my game ticks longer than expected? added 247 characters in body |
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May 9 |
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Why are my game ticks longer than expected? Allow me to append: For desktop programs. On a portable device, you will be burning a lot more battery, so you'd worry about the 100% usage thing. |
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May 9 |
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Tips for writing the main game loop? Allow me to append: For desktop programs. On a portable device, you will be burning a lot more battery, so you'd worry about the 100% usage thing. |