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RobCurr's user avatar
RobCurr
  • Member for 11 years, 4 months
  • Last seen more than 6 years ago
21 votes

What are normal, tangent and binormal vectors and how are they used?

3 votes
Accepted

Using git with XNA

3 votes

What causes polygonal twitching in older games?

3 votes
Accepted

How can I normalize a vector if I am handling movment of each axis seperatley?

2 votes

How do I make Windows store recognize multiple resolutions?

2 votes
Accepted

Pixelated Normal Generation

2 votes

Selecting and moving vertices

2 votes

Does Unity support 2D tiles/blocks?

2 votes
Accepted

Shooting Bullets Around a Sphere

1 vote
Accepted

Sprite Animations in XAML for Windows Phone 8

1 vote
Accepted

Movement constrained to the faces of a cube

1 vote
Accepted

Love2D : Problem rotating image in a SpriteBatch

1 vote
Accepted

Creating physics in xna

1 vote

Malformed/Pixelated Vertex Normals

1 vote
Accepted

Movement on a curved planet surface

1 vote

How to calculate size of object depending of its height on the screen?

1 vote

Apparent tunneling with issue bounding box collision detection

1 vote

What makes movement feel smooth, and what are some standard methods to achieve this?

1 vote

Mapping 3D object coordinates to 2D screen coordinates with perspective projection

0 votes

How do I convert a 2D movement (from mouse) to a displacement along a 3d axis?

0 votes

What are the hidden cost while deploying game with Unity3D?

0 votes

3D Collision Detection with XNA

0 votes

Mobile game textures sizes

0 votes

XNA seams between 3d primitives in tiled terrain

0 votes

Checking bounds of a quad

0 votes

how to load normals for a model from texture2d?

0 votes
Accepted

Objects not Colliding

0 votes

How much to modify yaw? XNA 4.0

0 votes

Making The Player Stop Bouncing And Stop Sinking In The Ground In A Platformer XNA

-3 votes

Unlocking XNA game update rate and preventing unnecessary Draw calls and heavy logic Updates