jheriko
  • Member for 10 years, 6 months
  • Last seen more than a month ago
Manipulating a free camera
3 votes

One way around this problem to allow the view matrix to be kept from frame to frame instead of yaw, pitch and roll. The idea behind doing this is that you can multiply the matrix by rotations around ...

View answer
Is it possible to batch draw sprites that use different textures without using an atlas?
Accepted answer
3 votes

You can use multitexturing to do this - because you can bind a different texture to each texture unit you can then use your uniforms to select which one. The limit is hardware dependent, but usually ...

View answer
Casting a shadow over a whole scene with GLSL in 2D?
Accepted answer
2 votes

you need to provide much better information to get a very useful answer, you are vague. (what does near mean in 2d? that doesn'f fit with how shadows work at all...) the lazy, easy solution is to not ...

View answer
What is the easiest way to Implement a 3rd Person Camera in C++/DirectX9
Accepted answer
1 votes

What will help you is having the transform matrix for the object you want to follow. You can extract the foward vector from this matrix - depending on your coordinate system and matrix handedness this ...

View answer
Shading Languages vs Materials in 3D editors
1 votes

Shaders let you do much more than just materials. With vertex shaders you can modify geometry. With geometry shaders, hull shaders and domain shaders you can effectively define new primitive types (...

View answer
seamless stereographic projection
1 votes

turns out that my understanding of GLSL was at fault, and my theory about miplevels due to it lerping across large swathes of texture was correct. the third parameter for texture2D is a bias for the ...

View answer
One big Instance or One instance for every moving entity?
1 votes

my first instinct when seeing this is that you are using all of the wrong technology. that is the big optimisation win to be had. i am a bit old school so maybe these days you can get away with it, ...

View answer
How object-oriented are videogames?
1 votes

One thing to be aware of is that the concepts of object-oriented code are often more valuable than their implementation in languages. In particular, having to do 1000s of virtual update calls on ...

View answer
Whats the most efficient method for controlling entities?
1 votes

I'm creating a tower defense game If this is your game you shouldn't have performance problems with entity updates unless something else is wrong. If you have a performance problem and you've ...

View answer
Is index drawing faster than non-index drawing
0 votes

as with all performance things, don't guess, profile it to find out. it will vary depending on the hardware and very many complicated factors. measuring it by profiling will automagically consider ...

View answer
Audio programming resources
0 votes

OpenAL has been mentioned - the other big library is XAudio 2 which you can use for x360 and pc development - although I believe OpenAL is supported on x360 as well it will undoubtedly be a layer over ...

View answer
How are deterministic games possible in the face of floating-point non-determinism?
0 votes

I think the idea from the blog linked to still needs periodic synchronisation to be viable - I've seen enough bugs in networked RTS games which don't take that approach. Networks are lossy, slow, ...

View answer
Movement prediction for non-shooters
0 votes

Can you not include velocity in your state change messages and use that to predict movement? e.g. assume velocity doesn't change until you get a message saying it changed? I think you are already ...

View answer
How can I move an object around the screen in cocos2d?
-2 votes

Check through your logic - it is broken. To sum it up in English, assuming I got it right (your code is horribly indented and not C++ :P) if going upwards then adjust position upwards and if we ...

View answer