on the topic of mechanical keyboards, The Razer blackwidow is a sub-$100 keyboard with Cherry Blues ... does anyone have any experience with that keyboard?
I use a Logitech G19. I'm just an average user though, don't know nothing about differences in tactile feedback and all that stuff. I use it, and it works. Enough for me. :P
I picked this one over the Corsair Vengeance for the clicking and tactile feedback. With this one, there's no doubt whether you pressed the key or not. It feels like you clicked it, and I don't even think music will be able to drown out the 'CLICK!'
I've often wondered about what's so important about keyboards like that. I'm never uncertain if I pressed a key or not, and I love that this keyboard isn't too noisy.
I looked over the guide, and he mentions one of the reasons for getting a mechanical keyboard is to avoid fatigue, which I have honestly never ever experienced in my whole life.
Getting a mechanical keyboard like that is like getting an expensive fast car. Sure it's better, but you'll rarely ever need it.
You are at a juncture in your life. You suddenly have an urge to create a video game. If you have no knowledge of programming or modding or art, go to page 2. If you have a professional level of programming experience, go to page 3. If you have a beginner's level of experience, go to page 4.
If you want the most commonly suggested route, use Unity.
I just discovered that Tabula Rasa had a private server project going middle to end of last year that got a C&D from NCSoft. Such extreme and varied emotions went through me in such a short amount of time D:
Hello, I have an issue, i dont know if its stupid, i am adding groups(in libgdx, you can control animated sprites with this) dinamically (lot of them), but when i do this the other animations begin to slow down (a lot :/), is there a way to handle this? thanks )
Hi I´m creating Groups that contains Sprites and adding bodies with box2D, but when I create many of this my animation gets very slow. How can I handle it ?? Thanks
These sprites are just rectangular sections of an image, right?
Are they small?
I don't know libgdx, but if this were happening in XNA, I'd say you weren't using the Sprite Batch properly (either one batch per sprite, or using immediate mode). Maybe there's something similar in libgdx?
@Rudy_TM and it's configured to use the equivalent to Differed rendering so that all of your draws will be sent to the GFX card where the processing will happen?
for number 1 I then read the word required which changed EVERYTHING and to add the add, any webinar stuff could easily be done through a series of videos instead and customers could view the videos they wanted
The problem is... I really just need another person who would be dedicated to bounce ideas back and forth with. My mind is one of those, one idea sparks another types until we have something really refined, types.
well, according to the number of questions we get here, everyone and their brother wants to be a game developer/designer. so just wander around outside and you'll bump into about 20 people with game ideas
And that's why I said writer not designer! I don't need a game idea. I want specifics (story specifics, potential dialog, character interactions, etc) to go with the gameplay, theme, genre, and high level story that I already have
Update: this is now being tested on meta, we'll be watching for bugs and such over the next few days. During the rollout you will see empty reptuation tabs on profiles as we transition to the new storage behind the scenes, they'll be restored as the recalc rolls though each user.
Behind the s...
If this is in the wrong section, please guide me to the proper one, StackExchange's site doesn't seem to have a specific area for this
type of question and Extra Credits said they got great information
from this site for one of their videos, so I figured this is a good
place to ask.
It...
You might be able to point him here: content.gpwiki.org/index.php/Main_Page but that wiki is more for programming, and doesn't really talk much about art/animation
Congratulations, @Chorche! Hopefully you answer your questions on the site about how you did it, so you can accept your answers (and get sweet, sweet rep)
I have an Ubuntu installation along side my windows 7 installation. so thats 3 partitions with an additional 4th thats "system reserved"
I've read that having more than 4 partitions will kind of screw up the booting of the disk so I want to get rid of my linux install so I can add another
Can I just blow away the partitions or will that kill GRUB / booting in general?
Ok cool. I remember screwing this up once before and I had to go get a boot disk to fix everything so that Windows would load again but I don't remember how I screwed it up before.
I've got 2... one I'm assuming was the system and one I'm assuming was swap... I have a 3rd that is my Windows partition and a 4th that claims its a System partition
on my C:\ under status it does say "Boot"
Using the computer management / disk management screen in Windows 7
So it would seem boot is on my primary Windows partition
How can I flatten the 2 dimensions array int originalArray[][] to 1 dimension array?
int a [] = {1,2,6,7,2};
int b [] = {2,44,55,2};
int c [] = {2,44,511,33};
int originalArray [][] = new array[][]{a,b,c};
for (int i = 0; i < sCoords.length; ++i) { float[] invertedMatrix, transformMatrix, normalizedInPoint, outPoint; invertedMatrix = new float[16]; transformMatrix = new float[16]; normalizedInPoint = new float[4]; outPoint = new float[4];
// Invert y coordinate, as android uses // top-left, and ogl bottom-left. int oglTouchY = (int) (screenH - sCoords[i][1]);
/* Transform the screen point to clip space in ogl (-1,1) */ normalizedInPoint[0] = (float) (sCoords[i][0] * 2.0f / screenW - 1.0); normalizedInPoint[1] =
i want that wcs content to be added to the end of the array, not on the top of the array
everytime: { outPoint[0]/outPoint[3], outPoint[1]/outPoint[3], outPoint[2]/outPoint[3] } this should be posted to the end of the wcs array
so the in the end the wcs would be something like this: