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snake5
A game developer, not really indie or commercial. Trying to find a way...
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Top Questions
14
votes
The reasons behind Unity3D engine design (game object/transform component)
architecture
unity
component-based
asked Aug 31, 2012 at 5:18
gamedev.stackexchange.com
8
votes
Video playback in games - formats & decoding
video
asked Oct 26, 2012 at 11:41
gamedev.stackexchange.com
Top Answers
38
Why do modern games use a render-to-texture approach for mirrors?
gamedev.stackexchange.com
19
If I project a sphere in 3D will it be a circle?
gamedev.stackexchange.com
14
What is the graphical effect occurring to non-mipmapped distant textures called?
gamedev.stackexchange.com
13
Scene graphs and spatial partitioning structures: What do you really need?
gamedev.stackexchange.com
11
Given a RGB color x, how to find the most contrasting color y?
gamedev.stackexchange.com
7
OpenGL: Light at end of tunnel effect
gamedev.stackexchange.com
6
Which are the cons of using only non-member functions and POD?
gamedev.stackexchange.com
6
Will C++ remain viable for game engines in somewhat distant future?
gamedev.stackexchange.com
6
How can be data oriented programming applied for GUI system?
gamedev.stackexchange.com
5
DirectX 11 Constant Buffers vs Effect Framework
gamedev.stackexchange.com
5
Alternatives to Component Based Architecture?
gamedev.stackexchange.com
5
What are the steps taken by this GLSL code?
gamedev.stackexchange.com
5
Platformer gravity where gravity is greater than tile size
gamedev.stackexchange.com
5
Unity custom shaders and z-fighting
gamedev.stackexchange.com
5
GL_INVALID_OPERATION on glBindVertexArray Despite glGenVertexArrays()
gamedev.stackexchange.com
5
Is there a way to bypass Directx Effect Files?
gamedev.stackexchange.com
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