2,485 reputation
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location Poland
age 24
visits member for 2 years, 3 months
seen 11 hours ago

Nov
4
revised Passing multiple Vertex Attributes in GLSL 130
added 63 characters in body
Nov
4
answered Passing multiple Vertex Attributes in GLSL 130
Nov
2
comment How to begin serious game development (in C++)
"how do i begin" questions aren't appropriate for this site, please refer to the FAQ
Oct
31
awarded  Citizen Patrol
Oct
31
comment HTML5 game programming style
i suggest migration to SO or closing, this isn't a game related question, besides this is too big of a topic to cover in an answer, whole book chapters are devoted to patterns, whatever's going to be posted it's going to be a mess of people trying to teach javascript programming, it's out of place for this site
Oct
30
comment Scene graphs and spatial partitioning structures: What do you really need?
this isn't how you go about things, you should learn about what a scene graph is and then decide whether or not you need it or see whether professionals have used it in games similar to yours, right now you're asking somebody to picks shoes for you over a phone, it's counterproductive and ultimately pointless
Oct
30
comment Scene graphs and spatial partitioning structures: What do you really need?
a scene graph is supposed to help set things up and manage your model hierarchies, whether you ALSO use it for optimization, that's a different matter
Oct
25
comment OpenGL: Light at end of tunnel effect
read up on hdr, especially implementations that have gradual adjustment, i'll link an example if i can find one
Oct
25
comment How do I switch from XNA to C++?
Well they are pushing C++ and JS for Windows 8 and as much as nobody said that XNA is definitively dead, if it's not being advertised then i wouldn't keep my fingers crossed. Personally if i was going to switch from XNA i'd pick either Java with OpenGL (for the language similarities and portability) or C++ with Direct3D or OpenGL (for portability and Windows 8 metro support). With Java you can target Android. with C++ you can get on Steam for Linux which is a top spot on Valve's priority list right now.
Oct
24
comment How do I sync client and server when sending player speed changes?
it's briefly mentioned in this google talk too, it should get the idea across youtube.com/watch?v=Prkyd5n0P7k#t=18m47s
Oct
24
comment How do I sync client and server when sending player speed changes?
@user13842 the client will always get out of synch, you should correct the client side position and speed, like Thelvyn said, according to what server sends you. that way you don't get the stuttering movement unless your client is completely out of synch then you'll have to snap the values because correction would take way too much time.
Oct
23
revised Logic in Entity Components Systems
added 119 characters in body
Oct
23
answered Logic in Entity Components Systems
Oct
14
comment 'Spring' physics
nevermind, you assume that mass is one so it's like F = a and you can ommit calculating acceleration before modifying speed, i'm a dummy
Oct
14
comment 'Spring' physics
annother thing, not trying to nit pick, the equations you edited in don't account for the minus sign in the force equation, also you're calculating force the whole time, that translates to acceleration and that to velocity, so i don't think it's appropriate to mention velocity everywhere like you're calculating that (you aren't), i'm not good with physics though, so i may be wrong, it's a good answer otherwise imho +1
Oct
14
comment 'Spring' physics
i'm not saying this is a big deal, it's just that there's a less expensive way of doing this (unless we are talking about using look-up tables, like you've mentioned), that's why i'm asking if there's any reason why people use angles or is it just a habit, i'm not trying to be rude
Oct
14
comment 'Spring' physics
You need to calculate the distance anyway, so it's just a division, besides even if it wasn't, square root is hardware accelerated these days and trigonometry functions aren't
Oct
14
comment 'Spring' physics
is there any reason why people keep using angles to calculate this, isn't it easier to just subtract one position from annother and then just normalize that, multiply by a value (in this case the force) and add that to the old vector, it should be way less expensive than trigonometry
Oct
10
revised Is this a reliable method of parsing glGetShaderInfoLog()?
added 65 characters in body
Oct
10
answered Is this a reliable method of parsing glGetShaderInfoLog()?