Red bull eh, that's one of the most expensive energy drinks in finland, is it expensive in the US too or is it just as cheap as the others? One quater litre can can cost up to $4.50 here.
would remove the need for context switching and give them each their own game loop, increasing performance because they don't need to wait for each other
well it tries to share their assets, which could cause problems...
the "current" context, though, as in the one GL calls will apply to, is a thread local variable
I don't think the asset sharing will really cause problems. It's more of a potential optimization I can make instead of creating duplicate buffers/textures
@Pip The problem with this is that since you're assigning by value, instead of by pointer, you're triggering the copy constructor. Lol the way you did it there is how my language works ;)
I'm working on a simple car game, and have successfully made a camera that follows car everywhere. (like in mini-motors) Now I need to make that camera alway stay at the backside of car (like in games like NFS)
you will have your car's forward vector also, I would make the camera look in the same (or similar) direction and keep it at some distance behind (-forward) the car
I am digging through documentation and other resources on internet. seems like one has to use input from multiple sensors (GYRO, COmpass, Accelerometer) in order to get such controls working.
@Wardy You have to be Level 30 to get into ranked play
that guarantees that all ranked players have a certain familiarity with the game (like, they know not to play Xin as support), and that everyone is the same level and therefore has access to the same runes and summoner spells.