| bio | website | |
|---|---|---|
| location | ||
| age | 22 | |
| visits | member for | 1 year, 3 months |
| seen | yesterday | |
| stats | profile views | 83 |
I hold a Bachelor's degree in Games/Simulation Sciences and Computer Science. Currently I work as a professional engineer in the games industry.
Most of my experience is in C++ and Python, but I also have decent experience in C, C#, Java. Other obscure languages: Prolog, Oz, and SALSA.
My most familiar frameworks are Pygame, Unity, Panda3D, and OpenGL. I've delved into CUDA, too.
The areas of most interest to me are rendering, collision detection, physics, and animation.
|
Apr 15 |
awarded | Nice Answer |
|
Feb 20 |
awarded | Revival |
|
Feb 9 |
awarded | Yearling |
|
Jan 21 |
awarded | Fanatic |
|
Jan 20 |
revised |
How important is Programming for a Level Designer? fixed missing 'not', also condensed some phrases |
|
Jan 7 |
comment |
Game loop, how to check for conditions once, do something, then not do it again @Gajoo That's true, it's a problem if the condition needs to be reset or saved. I've edited to clarify that. It's why I recommended it as a very last resort, or just for debugging. |
|
Jan 7 |
revised |
Game loop, how to check for conditions once, do something, then not do it again clarified solution |
|
Jan 4 |
revised |
Game loop, how to check for conditions once, do something, then not do it again improved grammar and formatting |
|
Jan 4 |
answered | Game loop, how to check for conditions once, do something, then not do it again |
|
Dec 27 |
comment |
OpenGL Depth Buffer/Coordinate issue with SFML Hmm, close, but I don't think glViewport is what you need. Try using gluPerspective. Also be warned that OpenGL's immediate mode is deprecated. With newer versions you're expected to manually implement the view and projection matrix calculations (commonly in a shader). |
|
Dec 27 |
comment |
OpenGL Depth Buffer/Coordinate issue with SFML I've haven't read too far into your question, but the coordinates you're describing sound like normalized device coordinates, and skimming over your code, it looks like this would happen because you haven't set the model-view-projection matrix. |
|
Dec 26 |
answered | Abstract games that are hard to play for AI/computer? |
|
Dec 24 |
comment |
GLUT Window not responding What does your ReSizeGLScene function look like? What do you mean by "the window isn't responding any more?" Were these features working at an earlier time? If so, what code did you add since they were working? |
|
Dec 24 |
answered | Why do people like `realistic' physics and graphics in games? |
|
Dec 24 |
comment |
Why do people like `realistic' physics and graphics in games? You raise a good point that modern real-time physics and graphics merely employ a variety of shortcuts, but all these shortcuts are taken in order to provide the illusion of realism. I think the asker is referring more to this fake realism than to true realism. |
|
Dec 24 |
comment |
Collision Detection Tips @MertToka I'm not sure I follow; are you asking if you will have to use two separate methods to transform the points of your physics shape and its corresponding graphical representation? |
|
Dec 23 |
answered | Collision Detection Tips |
|
Dec 17 |
comment |
How do engines avoid “Phase Lock” (multiple objects in same location) in a Physics Engine? I can't speak to an actual implementation (hence a comment instead of an answer), but in my experience physics engines will typically slowly push the two objects out of each other. For example, if two boxes spawned overlapping each other, they would slowly push away from each other until completely separate. Exactly how this would be implemented is up for consideration. |
|
Dec 13 |
revised |
Which will be faster? Switching shaders or ignore that some cases don't need full code? added 1 characters in body |
|
Dec 13 |
answered | Which will be faster? Switching shaders or ignore that some cases don't need full code? |