12h
comment Battlefield 3 uses squared radius and inverse squared radius for lighting computations, what for?
Curses, you beat me by 7 seconds! ;) (and with a more comprehensive answer, too!)
12h
answered Battlefield 3 uses squared radius and inverse squared radius for lighting computations, what for?
1d
comment Slight pause/delay when moving
Can you better define "pause", "delay", and "slight"? What actually happens, specifically? Is it just this particular sprite which pauses while the rest of the game continues to animate? Or does the whole game freeze up for a moment? How long a delay are we talking about, here? A second? A millisecond? When does it happen -- just when you press the button, or continuously, or what?
Apr
13
comment OpenGL - How to draw a transition of two textures on one quad?
No. Your math is wrong -- the second blend operation isn't "0.5C1 + 0.5C2". 0.5C1 is the color written into the framebuffer in your first blend, so the second blend operation isn't blending 50% between C1 and C2, it's blending 50% between 0.5*C1 and 1.0*C2. Or in other words, 0.25*C1, 0.25*black, and 0.5*C2.
Apr
12
comment Using Blueprint to spawn objects at runtime in Unreal Engine 4
Heavily edited the question, in an effort to make it re-openable. I think this is the question you were really trying to ask, @Amaresh?
Apr
12
revised Using Blueprint to spawn objects at runtime in Unreal Engine 4
Removed the waffle.
Apr
11
reviewed Close Secure Login with Login Server
Apr
11
comment What do gameplay programmers do?
possible duplicate of What is a "Gameplay Programmer"?
Apr
11
comment OpenGL - How to draw a transition of two textures on one quad?
Eek. In that case, you're going to wind up with the middle of the rectangle having 25% transparency, aren't you? At the middle, the first rectangle will blend to 50% between the background and the first texture, and at that same spot the second rectangle will blend to 50% between that 50% blended value and the second texture, which still leaves 25% of the background showing through, right?
Apr
10
comment OpenGL - How to draw a transition of two textures on one quad?
Doesn't step 4 result in rectangle 2 completely overwriting and obscuring rectangle 1, since it uses a '1' alpha on both sides? With these settings, it seems like you would need to render rectangle 2 before rectangle 1, to make them composite correctly.
Apr
10
comment sdl: unlock mouse in fullscreen mode and make it useable on another monitor
I didn't need to do anything special to support this when I did exactly this, yesterday, testing on OSX using SDL version 2.0.2. Had a fullscreen window on one monitor, not set to capture the mouse, and I was able to freely move the mouse back to the other monitor and interact with windows there. What you're seeing might be platform-specific behaviour? (In which case, you should specify what platform you're working on)
Apr
10
comment Hotplugging Joysticks And Gamepads On OSX
I'd argue that "Is there a specific reason that joystick detection support is weaker for OSX" is completely off-topic here. The "What can be done" question is better. Maybe something like: "How can I detect a USB gamepad being disconnected during gameplay on OSX, using SDL2?", removing the first paragraph entirely. That phrasing seems like it'd be beyond reproach.
Apr
9
reviewed Close Multiplayer HTML5, Node.js, Socket.IO
Apr
9
reviewed Close Applying custom effect from nVidia Shader Library
Apr
5
comment How do I summarize a game idea into a short document?
What is your question?
Mar
31
comment How does sketchup do it? Previews that is
Whether or not they do anything special, how Google does something isn't really relevant to this gamedev site, I think? Maybe would be better as "how to reduce the polygon count of a high-res model", since that's what the OP probably really cares about? Although that's likely asking for tools. :/
Mar
31
comment How does sketchup do it? Previews that is
Mm, locked up my browser.
Mar
31
answered OpenGL - How to draw a transition of two textures on one quad?
Mar
31
comment How does sketchup do it? Previews that is
When you say "HUGE" and "amazingly big", do you mean in terms of scale, or in terms of polygon count?
Mar
30
reviewed Close OpenGL - How to use depth checking and alpha blending at the same time?
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