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7:45 AM
Hey!
Is there anything that prevent cloning the game and releasing it under their rights?
 
8:08 AM
decency?
 
 
3 hours later…
11:03 AM
This game is pretty much same gangbeasts. What you think?
 
 
2 hours later…
1:10 PM
@0x00004 You may be interested in this previous Q&A
149
Q: How closely can a game legally resemble another?

FuuMost games build on other games' successes and many are downright clones. Where is the limit of imitation before legal issues come into play? Is it down to literary or graphic work like characters and storyline that cause legal problems, or can someone actually claim to own gameplay mechanics? T...

 
1:37 PM
@0x00004 Unclear what "releasing it under their rights" means in that context.
@0x00004 In light of that, I find the developer's name somewhat ironic; maybe they were going for 'rec-create' rather than 're-create'?
 
 
2 hours later…
4:04 PM
ugh, why do depth-testing and blending have to interfere
 
4:23 PM
Because the OVER operator is non-commutative?
 
i don't like it
how do you do proper transparency with depthtesting?
 
0
Q: Is Serial upvoting fine?

Weckar E.I suddenly noticed a single upvote on a lot of my old questions and answers. I know serial downvoting can be punished, so I am curious how this works?

 
Depends what you mean by proper. Usually only depth writing directly conflicts with transparency, while depth testing is OK to combine.
 
what's the diff?
 
The difference between reading and writing?
 
4:26 PM
i mean opengl doesn't do any depth stuff unless you glEnable DEPTH_TEST
and from then on there's no blending anymore
until you disable again that is
 
It should not prevent blending. Can you show us the code you're using to configure your depth and blending states?
 
glEnable(GL_DEPTH_TEST)
...
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
...
draw
...
glDisable(GL_BLEND)
glDisable(GL_DEPTH_TEST)
 
what's the status of glDepthMask?
 
default
it's the flippin draworder again
 
4:41 PM
ie. GL_TRUE? When drawing with layer transparency, you'll generally want to disable depth writes with GL_FALSE
 
-.-
why does it even offer depthtesting if the draworder is relevant
 
It's to be able to occlude transparent polygons using depth written by opaque polygons drawn earlier in your frame.
Most games will draw all the opaque geometry first, then transparency over-top.
 
4:54 PM
yeah, so i can just disable depthbuffering and order my drawcalls instead
when i draw the texture with transparent parts it simply replaces the transparent bits with the clearcolour
-.-
 
5:05 PM
Sounds like you're drawing with depth writing enabled, so you effectively "reserve" those pixels to not get written into by anything behind this object. (Since they'd fail the depth test against the value you wrote) So if there wasn't anything behind it when you drew it, nothing gets to be drawn there later, leaving a "hole" that looks through to your clear colour.
 
yeah, so there's really no diff if i use depthtesting or not, as i gotta make sure to draw transparent stuff at a different time anyways (mind it's for a ui right now, might still consider using depth-testing for worldrendering (alas with everything being sprites i could just as well reserve z-layers to use and order the drawing process by these)
 
Yes, drawing in ordered layers is exactly how UI is drawn.
 
5:49 PM
i was still hoping i could make use of depth-testing to not having have to order stuff
 
You can if you're drawing opaque content. That's what the depth buffer does well. It does not provide order-independent transparency, which is a much more complicated feature if you need it. (UI generally does not need that - sorting suffices and is a lot simpler)
 
yeah i found out
which is why i had to complain somewhere^^
 
 
4 hours later…
10:18 PM
Hi! I don't find a question with reasonable depth of answers about fair xp rewards and xp tables building. I make a question and gradually the answer (gamedev.stackexchange.com/questions/186081/…). But I'm bad at english and can have a brute lack of clarity. I thank those who help improve question and answer.
 

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