1d
comment Three Doors, One Truth-Teller, One Question
Clearly a trick question -- a door that's standing in the middle of a room doesn't lead anywhere.
2d
answered Problems Animating Texture in OpenGL
Apr
22
answered GL_SPOT_CUTOFF not working properly
Apr
22
comment When prototyping, how can I more easily explore game behaviour?
@JonasByström It's also worth noting that "buy a faster computer" is a completely legal solution to the "how do I get my iteration times down" question, too. And often it can be the cheapest solution, when compared against investing your time into implementing special testing rigs. Getting your iteration time down is an investment that you put a lot of time/money/effort into up-front, but which pays a lot of dividends down the road.
Apr
22
comment When prototyping, how can I more easily explore game behaviour?
@JonasByström When I need to create a new testing mode, it will typically take a few minutes to write the code which sets up the particular thing I want to test, and any dependencies it might have. Or alternately, I can often adapt an existing test mode in a few seconds (For example. I'll generally modify my existing UITest mode to load a different piece of UI, rather than create a new one). It doesn't really matter much how long it takes to set up, though; the point is that once it's set up, I can iterate at absurdly fast speeds, which keeps me productive during that iteration time.
Apr
22
comment When prototyping, how can I more easily explore game behaviour?
@JonasByström I divide my games up into "modes". It's basically just a big state machine. So I will typically have a "Title Screen" mode, an "In Game" mode, a "Credits Scroll" mode, etc. They're like embedded games inside the executable. My "testing" modes are things like "UITest", which will simply load and draw a piece of user interface, without loading any other game content. Or "RenderTest", which will load and draw some particular object, without loading anything else.
Apr
21
awarded Nice Answer
Apr
21
answered When prototyping, how can I more easily explore game behaviour?
Apr
19
comment How to use TextureArray's Pre-OpenGL 4.2?
Ah, yes; I'd missed the core thrust of your question; I was focused too much on the line with the question mark on it. :)
Apr
18
comment I am a ? I fly high
It's always sad to see a riddle with only one full answer posted. So I posted another, to keep it company. :)
Apr
18
answered I am a ? I fly high
Apr
18
comment What is the process for handling an employee who is retaliating against me for reporting him for drinking on the job?
Do you both report to the same manager? Or is one of you the manager of the other? Where you sit on the org chart relative to each other will change the right response.
Apr
18
comment A complete guide to becoming a game developer
I'll just point you at: sortingh.at
Apr
18
answered How to use TextureArray's Pre-OpenGL 4.2?
Apr
16
comment How to approach animations and OpenGL
That's a lot of questions.
Apr
14
comment Hundreds or even thousands of "slow" running CPUs emulated on GPU?
What problem are you actually having, or is this just theorycrafting?
Apr
14
comment Why should i set glClearColor and setProjectionMatrix in render method many time in LibGDX?
RE: "is't it a performance loss?", have you actually measured a performance loss? Or is that just a theorycrafting question?
Apr
3
comment Efficient UI for RTS units
On what basis do you say that option 1 might use "too much" memory? How much memory would it use, and how much is "too much"? On what basis do you say that the second uses "no caching at all"; what would it not be caching, and why would it not be caching it, and why would not caching whatever it is that you're not caching be a problem?
Apr
3
revised SDL2: Unable to get center of screen when drawing more than one texture?
added 67 characters in body
Apr
3
answered SDL2: Unable to get center of screen when drawing more than one texture?
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