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Nik02

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  1. Nik02

    Why do i need a VSH file for animations ?

    You don't have to program shaders in assembly if you don't want to. HLSL is a c-style language that can be used instead. For hardware accelerated skinned animations, vertex shaders tend to be easier to use than the fixed-function hardware T/L, due to the freedom afforded by the programmability. Of course, you can apply all transformations on the CPU without using hardware VS or T/L at all. It will just make your stuff slower.
  2. Nik02

    Genesis/SNES graphics style

    The 16-bit style was originally a result of the hardware limitations. For example, the SNES had a maximum of 256 unique colors on screen at the same time, no alpha blending, limited number of simultaneous sprites, limited sprite size and a relatively small resolution.
  3. 3d modeling is very time-consuming work. What benefit do you feel that a modeler gets when he/she provides you with free models? For a hobbyist, the benefit may not necessarily be money, but people do need some kind of motivation.
  4. Yes, but this only becomes an issue if you have a truly massive amount of vertices. Note that the worst case vertex size is that which is just over multiples of 32 bytes, since the vertex cache is usually partitioned at that size. If you're under that anyway, don't worry.
  5. Edit:nevermind, read the error incorrectly.
  6. If the server has only the public key of the client (which is a good and common practice), the server can't decrypt the data that it itself encrypted for the said client. Only the client's private key can decrypt. Note that commonly only the secure handshaking is asymmetric, and after secure channel is established by exchanging the public keys for each participant, the actual communication is done by negotiating a shared symmetric key because they are easier to process and manage. The shared keys can be rotated or renegotiated many times on a secure transit session.
  7. Authentication protocols often involve exchanging public keys (which look like random arrays of bytes) and negotiating shared symmetric keys (which also look like random bytes).
  8. Nik02

    Joystick for flight simulator.

    In airplanes without flight plane auto correction, rolling actually causes the pitch of the airplane to decrease because the lift is not applied in the neutral (upwards) direction. This is often compensated by adjusting engine throttle and using tail elevator+rudder flaps and/or other control surfaces so as to keep the altitude unchanged. In this case, though, it's probably the joystick's fault.
  9. Nik02

    Bitmap Graphic Needs Smoothing

    The operation you want is called "magnification filtering" or "resampling", not antialiasing. You can't avoid blockiness easily because the original image simply doesn't have enough data to uniquely fill the larger area, but you can choose a smooth filter like bicubic, to trade accuracy for visual smoothness.
  10. Nik02

    Voronoi Shatters results

    Voronoi cells can be concave as well, depending on the distance metric function chosen. Euclidean distance gives convex results, but Manhattan distance, for example, may not.
  11. The operations simply behave differently depending on whether or not the data type is signed. The data itself is just bits in memory, in any case.
  12. Nik02

    The best Android app

    Your question is very confusing. Anyway, is your goal to monitor your cellular data usage? Modern Android versions (newer than 6 years old or so) have a statistic page built in the settings which shows you the data consumption, and you can set warnings and limits to that.
  13. Is this for a special effect or are you trying to gain performance? In the latter case, it is likely not worth the hassle, as changing the relevant render states is relatively slow and you might better off just antialiasing everything. This depends on the target system bottlenecks, though. If you want to generally mask some rendering by using arbitrary shapes, read up on stencil buffers. Using them, you would draw the star shape to the stencil buffer (to form the mask), and then setting the render states for the subsequent rendering to either pass or reject pixels based on the stencil. In this case, you'd do the antialiased rendering with the stencil configuration that would pass only the pixels within the mask. It is also possible to have more than one bit of stencil data per pixel, for multi-layered pass/reject logics. If I remember correctly, you can control antialiasing during a frame by using glEnable, glDisable and GL_MULTISAMPLE. Enabling it requires that you have a rendering context that supports antialiasing to begin with.
  14. One can already enable game-agnostic FXAA filter from both Nvidia and AMD graphics driver configuration pages, for budget cards and top tier alike. This is a hack, as (in my opinion) is the cable you mention. I strongly agree with Hodgman - the post-processing smoothing does fix a quality issue, but introduces more than one quality issue in doing that. Adding to that, most gamers - especially pro - would conceivably prefer sharper image as opposed to artificial smoothing, in order to see as much detail as possible.
  15. Apache Cordova lets you wrap your html applications to a native wrapper. It works with many platforms, including all the major desktop and mobile ones. That said, it is worth thinking if you need to do that or would it be better to run within a browser. With the latter approach, the users don't need to install anything extra in order to run your app. "Simple 2D puzzle games" do not tend to require anything that browsers won't support.
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