Search Results
Search type | Search syntax |
---|---|
Tags | [tag] |
Exact | "words here" |
Author |
user:1234 user:me (yours) |
Score |
score:3 (3+) score:0 (none) |
Answers |
answers:3 (3+) answers:0 (none) isaccepted:yes hasaccepted:no inquestion:1234 |
Views | views:250 |
Code | code:"if (foo != bar)" |
Sections |
title:apples body:"apples oranges" |
URL | url:"*.example.com" |
Saves | in:saves |
Status |
closed:yes duplicate:no migrated:no wiki:no |
Types |
is:question is:answer |
Exclude |
-[tag] -apples |
For more details on advanced search visit our help page |
2D refers to two dimensional space where coordinates are represented with X and Y values.
1
vote
How do I implement occluded lighting in a block-based 2D game?
You should use raycasting algorithm, which means, you should be able to compute the intersection of ray (half-line) with any object in your scene (lines, squares, circles, triangles ....) and choose t …
8
votes
Accepted
Why use textures that are Power of Two?
There are probably 2 main reasons:
Creating MipMaps - when you want to create an image with 2x smaller resolution, you just divide the width and the height by two and compute the average of 2x2 pixe …
0
votes
Limiting a player's movement to the screen's dimensions
Flickering behavior is correct. It is like throwing ball at the wall and when it bounces away, you punch it back to the wall. It is because you are setting forces instead of positions.
First, you mus …