| bio | website | davidbishop.org |
|---|---|---|
| location | Australia | |
| age | 28 | |
| visits | member for | 1 year, 4 months |
| seen | 10 hours ago | |
| stats | profile views | 87 |
|
May 13 |
revised |
Good resources for learning modern OpenGL (3.0 or later)? OpenGL programming guide 8th edition is out |
|
May 12 |
awarded | opengl |
|
May 10 |
awarded | Guru |
|
Apr 9 |
revised |
OpenGL: VBO or glBegin() + glEnd()? Added the bit about providing fall back support. |
|
Mar 22 |
answered | How can i fix my code so that it is a fully functioning text game? |
|
Feb 7 |
awarded | Citizen Patrol |
|
Feb 5 |
comment |
What is the future of XNA in Windows 8 or how will manged games be developed in Windows 8? Microsoft representatives have apparently been telling people to use MonoGame for Windows 8 support, although it's 3D support is still in dev. Might be worth seeing if you can port you engine :) |
|
Jan 30 |
answered | Is the city of the GTA, L.A. Noire, Assasins Creed or Saint Row games considered a level? |
|
Jan 25 |
comment |
Is there any public in-game data mining/knowledge discovery repository? Counter-Strike has some heatmaps (no raw data afaik though) blog.counter-strike.net/science/maps.html Also see someone working on a Unity system here: answers.unity3d.com/questions/49871/… |
|
Jan 18 |
comment |
What makes a game look “good”? Another idea is prebaked textures. For example you can render full raytraced lights and shadows (but only for static stuff). Otherwise realtime Global Illumination is coming along. |
|
Jan 14 |
comment |
Draw user interface in OpenGL using web technologies There is also berkelium.org. You can also do it in Qt using a QWebView |
|
Jan 5 |
revised |
Using multiple shaders added 388 characters in body |
|
Jan 5 |
comment |
How can I remove enemies from my ArrayList after they have died? @jonhopkins: There's a article on pools [neculamarian.blogspot.com.au/2012/11/…. My Java's a little rusty, I'm not totally sure how pools work in Java since it doesn't have pointers like in C/C++ and the casts seem to be conversions so maybe you will need a linked list with indexes of free cells instead of keeping the pointers in unused cells but the memory use shouldn't be much worse and the performance should be about the same. To simplify thing keep your memory allocation and your entity indexing separate, choose an index that fits your lookup operation(s) |
|
Jan 5 |
comment |
How can I remove enemies from my ArrayList after they have died? @jonhopkins: Of course with a pool you still need an index structure (or more than 1) to find anything. The best structure will depend on the way you are commonly searching for things. If you are rendering them or searching for them based on location, then you will want a scene graph of some kind (For example an Octree, BSPTree), otherwise if you are looking them up based on an ID, StringName or hashed string (close to the efficacy of numerical id with the human readability of string) then you will want a hash map, if you are just scanning through them in sequential order then a linked list. |
|
Jan 5 |
comment |
How can I remove enemies from my ArrayList after they have died? Reusing an entity in an array works fine for a fixed number of entities or if there all of 1 data type (specifically size), but it isn't so good for lots of dynamic data types, you need safety factors meaning lots of lost memory. Under the hood, Pool's are just an array. When they are initialized rather than remaining empty, the 'empty' memory each cell points to the location of the next unused cell and the pool itself keeps a 'head' pointer to the first free cell. If you need a new object, the pool looks up the head cell and replaces the head pointer with the cell the current head points too |
|
Jan 4 |
awarded | Nice Answer |
|
Jan 4 |
answered | How can I remove enemies from my ArrayList after they have died? |
|
Jan 1 |
comment |
Is there an optimum set of colors for 10 players? Coats of arms look cool but imho in real gameplay they are too complex to make out. At least without a primary background colour. |
|
Dec 31 |
awarded | Yearling |
|
Dec 28 |
revised |
OpenGL glMatrixMode rotation added 37 characters in body |