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zgintasz

Member Since 27 Mar 2013
Offline Last Active Jan 02 2014 08:05 AM

Posts I've Made

In Topic: scene flickers while scene rendering

22 August 2013 - 08:31 AM

Just a wild guess from opengl beginner, shouldn't glClear code be on top of rendering function? Can you give as a screenshot of scene flickering? Maybe you need to clear depth buffer too? Maybe z-fighting occurs? Maybe near and far values aren't set correctly?


In Topic: How does a “Build” button in game engine editor window works?

14 August 2013 - 12:37 PM

Awesome, thanks a lot! I'm sure it'll definitely help me.


In Topic: How does a “Build” button in game engine editor window works?

14 August 2013 - 09:34 AM

I somewhy feel your post was a little bit offensive. If I'm asking something doesn't mean that I'm total noob and don't know anything at all. Will think of a solution myself, nevermind, thanks anyway.


In Topic: How does a “Build” button in game engine editor window works?

13 August 2013 - 02:17 AM

Okay, just as I thought, everything is being compiled and packed into one single archive. And these executables as Toothpix mentioned are pre-compiled and just copied to a build path, right? How these executables access those assets and scripts if they are packed into single archive?

By the way, is there any links/tutorials/code examples regarding to changing assets "from easily readable and portable formats to several large binary formats usable only by the game engine"?


In Topic: Drawing infinite grid

01 April 2013 - 10:23 AM

Finally, found the solution myself smile.png. Just changed CameraMoved function:

        public static void CameraMoved(float x, float y)
        {
            tempOffsetX += x;
            tempOffsetY += y;
            while (tempOffsetX >= squareSize)
            {
                offsetX -= squareSize;
                tempOffsetX -= squareSize;
            }
            while (tempOffsetX <= -squareSize)
            {
                offsetX += squareSize;
                tempOffsetX += squareSize;
            }
            while (tempOffsetY >= squareSize)
            {
                offsetY -= squareSize;
                tempOffsetY -= squareSize;
            }
            while (tempOffsetY <= -squareSize)
            {
                offsetY += squareSize;
                tempOffsetY += squareSize;
            }
        }

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