911 reputation
1527
bio website malcodigo.blogpost.com
location Santander, Spain
age 36
visits member for 3 years, 1 month
seen Nov 4 at 9:28

I'm a Game Programmer at soul but currently I work as System Administrator.

My best known work: Doodle Hex for Nintendo DS, Cell & Love for Android and Altamira II Supercomputer for the RES.


Oct
7
comment Separating game data/logic from rendering
@Parhs one solution is have a MultiRenderer with the same interface that has multiple renders inside.
Jan
1
comment What is the definition of “tiles?”
@Byte56, you're right. I mean, the tile is not only a graphical concept . But I didn't explain it enough :P
Oct
3
comment Separating game data/logic from rendering
@ViteFalcon, Sorry if I don't make me clear, but for a detailed explain, I should need more space and code. Basically, my solution moves the gl_* functions into the renderer (separating logic from rendering), but your solution moves the gl_* calls into the objects.
Oct
3
comment Intersection of a point and rectangle
@mario, thx, copy and paste blame :D
Oct
3
comment Intersection of a point and rectangle
sorry, I made the mistake, you the c&p :), but yours is more complete
Oct
3
comment Logic for selecting random rewards
Isn't better to calls only once to the random method?
Oct
2
comment Separating game data/logic from rendering
@teodron, i won't explain the E/C alternative because it would complitate the things. But, I think that you should change ObjectA and ObjectB per DrawableComponentA and DrawableComponentB, and inside render methods, use other components if you need it, like: position = component->getComponent("Position"); And in the main loop, you have a list of drawable components to call draw with.
Sep
12
comment Why does the order matter in multiplication of matrixes?
@MichaelStum, another way to think about it. You mean scale matrix but in reality [in a more accurate way] this matrix should be called scale using (0,0,0) as center. So if world move the mesh from the (0,0,0), the scale result will be different.
Sep
12
comment Why does the order matter in multiplication of matrixes?
@MichaelStum, you think there are different things because visually you get different output. But in the computer, all of them [scale, rotation, translation] are only matrixes and matrix multiplication mean apply them in order.
Sep
11
comment Why does the order matter in multiplication of matrixes?
Walk five steps then rotate 90 degrees. Now, rotate 90 degrees then walk five steps. Are you in the same place? Please, Don't do this test near a cliff.
Aug
26
comment How to calculate where specular highlights converge with an anisotropic shader?
Can you post an image?
Aug
21
comment Using NDSLib, how to configure video modes to both print text and draw bitmaps on both screens?
Are you sure that asking this don't break Nintendo Non-disclosure_agreement (NDA)?
Aug
12
comment Mismatch of Entity System and Savegames
@danijar, for temporaries I mean entities that don't need to be saved on databases.
Aug
12
comment Mismatch of Entity System and Savegames
sounds that it may work. Something like hash=0 for temporaries.
Jul
17
comment Technologies and languages for Browser RTS game
@TimothyGroote +1 indeed
Jul
11
comment Technologies and languages for Browser RTS game
ASM < C < C++ Java < Python < Haskell < God
Apr
16
comment How to develop multi-player game without involving server side code?
I think he's asking for another problem, How to develop without write server apps/code reusing existing infrastructures
Mar
8
comment What's the appropriate way to define configuration settings of game objects for a proper code accessed via C++?
Also, with C++11 standard, you should use constexpr instead of const.
Feb
24
comment How to share Lua script between instances?
thanks, I made something in the middle. Instead of one lua_state per object, I use one lua_State per agentclass. I have also take a look to that __index/__newindex solution and I'll apply it.
Feb
18
comment Getting started to OpenGL - little question
Compatible mode isn't like training wheels. Compatible is like old time bikes with Humongous front wheel and tinyweeny read wheel. Forget about Compatible, you should start learning Core for the very beginning.