515 reputation
211
bio website blog.banachewicz.pl
location Gdańsk, Poland
age 23
visits member for 3 years, 5 months
seen Apr 23 at 13:44

I currently work as Game Developer in Huuuge Games.

I am also available for direct code mentoring help on codementor.

I am proficient in a quite a number of programming languages, but the ones I like the most are:

  • Haskell - which is a compiled, functional, pure language with strict static typing.
  • Lua - very small, fast and versatile interpreted dynamic language

The ones that I don't use a lot, but like nevertheless, are Prolog, Brainfuck, Idris and Terra. If you don't know them, you just might find them interesting.

I also spend a considerable amount of my time drawing stuff on the computer screen with code.

I have a quite active GitHub account with a lot of Open Source contributions. I can be found at The Lounge, and according to it, I'm a terrible person.

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All opinions stated in my comments and answers are my own and are not connected to my employer's.


Feb
5
comment Do I necessarily need to write a vertex shader to use geometry instancing?
Vertex shader is a necessary element of every (modern) pipeline.
Jan
14
answered Application components dependancy and decoupling
Jan
13
revised Perspective Projection - Drawing Lines
Inlined the image
Jan
13
suggested approved edit on Perspective Projection - Drawing Lines
Dec
17
comment How would I go about merging two models together in-game to create a new model?
You can always keep them separate and render them together.
Sep
2
awarded  Excavator
Sep
2
revised How to bind std::map to Lua with LuaBind
Lua is not an acronym.
Sep
2
comment How to bind std::map to Lua with LuaBind
Take a look at Sol
Sep
2
suggested approved edit on How to bind std::map to Lua with LuaBind
May
30
revised Global variables with fixed shaders
Removed redundant "thanks".
May
30
suggested approved edit on Global variables with fixed shaders
May
23
comment What is Windows' software rendering API?
@TravisG hm, that sounds interesing. Almost like asking for another question :)
May
23
comment What is Windows' software rendering API?
@NickWiggill hey, I mentioned rendering to OGL texture; I could elaborate on that, I guess.
May
23
answered What is Windows' software rendering API?
Mar
25
comment Imageeffects: No need for Framebuffer? Just use Textures and Shaders?
@user1767754 Yes, the FBO is really nothing more than a way to attach a texture (or a few textures) to a fragment shader output, i.e. what you want.
Dec
12
comment is instanced rendering faster?
It depends. The question is too broad.
Dec
12
comment How to design a game engine in an object-oriented language?
No. NO. NO. NOPE. Please no. Oh wait you said you don't like it.
Dec
12
comment Texture not visible on particles
So it just takes first pixel, hm? gl_PointCoord should range from 0 to 1, thus covering a whole texture easily. Could this be a driver bug? HD Graphics 3000 isn't the most modern GPU out there, if you could test on some other reference platform, it might help in confirming that.
Dec
1
awarded  Yearling
Sep
16
comment A custom method for events
Have you profiled the current method to see if it's really a hotpath in the execution? The problem with the convention is that it introduces unnecessary noise and doesn't really help with name clashes; both of those problems can be easily solved with a namespace. Have you taken a look at C++'s threading/async model?