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Pages: 1 ... 7 8 [9] 10
 81 
 on: 2016-05-02 06:59:11 
Started by ThePhotonicPizza - Last post by elect
I get an EXCEPTION_ACCESS_VIOLATION on:

GL11.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, windowSize.x, windowSize.y, 0, GL_RGBA, GL_FLOAT, (float[]) null);

 82 
 on: 2016-05-02 03:01:17 
Started by BurntPizza - Last post by chrislo27
I managed to see the first (commercial) A380 arrive at Vancouver International Airport today! They even got an escort truck to guide it to the water jets to celebrate. You'll see it on the runway and think "oh it's not that big" and then the escort truck comes and it's the size of the engine.

Planes are big.

 83 
 on: 2016-05-01 20:57:36 
Started by JaredBGreat - Last post by delt0r
Well one that isn't totally bad and fairly fast is
((a+x)*b+y)*c+z)*d
a,b,c and d are large primes. I use the 4 largest primes for the number size i use (4 largest smaller than 2^64 for longs.)

 84 
 on: 2016-05-01 20:45:07 
Started by Fishbreath - Last post by ags1
Both my sides got game now! I'm getting defender AI and attacker AI winning randomly.

 85 
 on: 2016-05-01 20:16:56 
Started by blobloblob - Last post by Riven
Preferably you would want to smear every gameplay-frame over N render-frames - but... what a contrived solution for a problem that might be fixable in a much more sensible way (aim for 60fps, you can do it!)

 86 
 on: 2016-05-01 18:48:01 
Started by blobloblob - Last post by theagentd
I (honestly) was thinking about that solution too - but it makes your (gameplay) framerate issues even worse, especially when vsync is on.
If it's dynamic enough and only activates at <half the monitor's refresh rate, it should be OK. It might improve the perceived responsibility.

 87 
 on: 2016-05-01 16:46:31 
Started by EpicGuru - Last post by EpicGuru
WHOO HOOO! Download link!
https://www.dropbox.com/sh/584i1iub6lfyyko/AADfwGaZl0B94N8AjlbTkh9-a?dl=0

Also new message UI :

 88 
 on: 2016-05-01 16:35:08 
Started by blobloblob - Last post by Riven
I (honestly) was thinking about that solution too - but it makes your (gameplay) framerate issues even worse, especially when vsync is on.


 89 
 on: 2016-05-01 16:06:46 
Started by blobloblob - Last post by Abuse
Wasn't that the technique used in Molyneux's Black & White?
I seem to remember the cursor & game framerates being disconnected from one-another as being a major selling point of that game.

 90 
 on: 2016-05-01 15:21:52 
Started by blobloblob - Last post by theagentd
A crazy solution would be to detect frame rate drops and when those happen draw a dummy frame. You'd just copy the contents of the previous frame to the screen (without the old mouse) and redraw the mouse in its new position, effectively doubling the mouse's frame rate compared to the rest of the game's. It would have a tiny bit of overhead (1 fullscreen pass for each extra frame to copy the previous one), but could help a lot if mouse smoothness is critical.

Pages: 1 ... 7 8 [9] 10
 
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Website offering 3D Models specifically for games for free
by vusman
2016-04-29 12:56:17

List of Learning Resources
by SilverTiger
2016-02-05 09:39:47

List of Learning Resources
by SilverTiger
2016-02-05 09:38:38

List of Learning Resources
by SilverTiger
2016-02-05 09:35:50

Rendering resources
by Roquen
2015-11-13 14:37:59

Rendering resources
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2015-11-13 14:36:58

Math: Resources
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Networking Resources
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