| bio | website | beesbuzz.biz |
|---|---|---|
| location | Seattle, WA | |
| age | 35 | |
| visits | member for | 1 year, 5 months |
| seen | May 1 at 17:35 | |
| stats | profile views | 5 |
Software engineer, freelance artist/musician/tinkerer
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May 1 |
awarded | Critic |
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Mar 26 |
awarded | Yearling |
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Jan 6 |
answered | How to make some monsters appear more dangerous than others? |
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Oct 29 |
answered | Why do we move the world instead of the camera? |
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Jun 1 |
awarded | Editor |
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Jun 1 |
revised |
OpenGL: glGetError() returns invalid enum after call to glewInit() added 105 characters in body |
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Jun 1 |
answered | OpenGL: glGetError() returns invalid enum after call to glewInit() |
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Apr 17 |
comment |
How are “2.5D” art assets created? 2.5D means a whole bunch of different things in different contexts. There's no official definition of the term; basically anything where there's a combination of 2D and 3D in terms of gameplay, visuals, etc. is totally fair to call "2.5D" |
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Apr 7 |
comment |
Creating new games on Android and/or iPhone A port depends on how they go about doing it. Since the original application is written in PHP+Flash, likely it would have to be a rewrite no matter how you go about doing it. What'd you'd be looking for is someone who can read PHP and ActoinScript and write Java and who has a track record of being able to port things successfully. |
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Apr 6 |
awarded | Teacher |
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Apr 6 |
answered | Creating new games on Android and/or iPhone |
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Mar 22 |
comment |
How do I create a save file for a C++ game? Actually there's no guarantee that it'll keep working for you forever - what happens if you release a new version that's built with a new compiler or even new compilation options that changes the struct padding? I would strongly, strongly discommend the use of raw-struct fwrite() for this reason alone (I am speaking from experience on this one, incidentally). |
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Mar 22 |
comment |
How do I create a save file for a C++ game? I like this answer, although one thing I'd add is boost::serialization, which is quite nice and has very robust support for multiple versions and so on. Plus, that can be combined with data-signing mechanisms to provide some level of tamper-resistance (doing an md5sum or an RSA private key or even using boost::uuid::name_generator to do a very simple "signing" comparison). |
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Feb 11 |
comment |
What alternatives to GLUT exist? @NicolBolas Thanks, I didn't realize that glX provided that mechanism. (Them being platform-specific is of course a problem but there's always void* or platform extensions...) Still, it'd be nice if it had lower-level hooks into the platform's event model or the like. But GLUT is primarily for prototyping, as you said in your answer. |
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Feb 10 |
comment |
What alternatives to GLUT exist? The other big downside to GLUT is that its input model isn't particularly well-suited to games; there's no way to get raw keycodes or to get press/release events on the modifier keys themselves (e.g. using ctrl as a fire button), nor is there a way to get the underlying GL context (which is necessary to enable vsync on X11, for example). |
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Jan 16 |
awarded | Supporter |
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Jan 16 |
awarded | Autobiographer |