488 reputation
211
bio website banachewicz.pl
location Gdańsk, Poland
age 22
visits member for 2 years, 11 months
seen Oct 9 at 8:47

I am currently working as AI Software Engineer in Quantum Lab Co.

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.

You can take a look at my Careers 2.0 profile.

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


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 suggested edit on How to bind std::map to Lua with LuaBind
May
30
revised Global variables with fixed shaders
Removed redundant "thanks".
May
30
comment Trying to develop a game with android for cracking glasses in different dimensions
Realtime glass shattering is a complicated topic in general.
May
30
suggested suggested 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?
Sep
16
answered What is “terrain mesh generation” exactly?
Sep
16
comment A custom method for events
Then it's a bad convention. A namespace should be used instead. What about my other points?
Sep
16
comment A custom method for events
Why do your functions start with o_? Also, C++ has platform-independent threading facilities, which you will find in <thread> header. Also, what do you mean by "more efficient?"
Jul
31
comment How can I handle sprite sheets with nonuniform sprite dimensions?
+1. Supplying metadata with the sprites is guaranteed to solve it sanely.