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Feb
2
comment Implementing time step in main game loop
Your dt is zero. It is the constant, desired update interval; it is never calculated. That leads you into an infinite loop, as the accumulated time is never consumed.
Jan
30
revised How to render water reflections on multiple heights
added 181 characters in body
Jan
30
answered How to render water reflections on multiple heights
Jan
17
comment Will Vulkan Kill the use of GLSL?
No, and it doesn't matter, because graphics programming is the same regardless of shading language. IIRC, Vulkan will ship with an offline GLSL to SPIR-V compiler. Furthermore, Nvidia just announced that their Vulkan drivers will have an extension to support direct GLSL shader submission (like you have in OpenGL) out of the box.
Jan
4
reviewed Approve In OpenGL what's quicker, lots of smaller VAOs, or one large one updated each frame?
Jan
3
comment Complex system-component dependencies in entity-component system?
It's probably not useful to post another answer saying to not use ECS for this, so I'll add my thoughts as a comment. If you imagine a scene graph for dealing with rendering, sound, etc., it's very easy to hook it up with an ECS; simply have a component that refers to or owns a node in the graph. The scene graph is the meat and bones of the world, while the ECS is the brain.
Dec
18
awarded  Taxonomist
Dec
12
awarded  Popular Question
Dec
7
comment How to execute game logic every 100ms but render as fast as possible?
gafferongames.com/game-physics/fix-your-timestep
Nov
16
awarded  Nice Answer
Oct
20
answered Simple Diminishing Return with Cap
Oct
9
awarded  Notable Question
Jul
4
comment How to generate interresting procedural terrain
The biggest point to take away from this, IMO, is that biomes are an emergent feature of the terrain. I'm sick of biomes being a first-class element in the generation process - it leads to nonsensical and jarring terrain transitions.
May
29
comment How do I use graphics APIs to select the proper display device among multiple attached to a PC?
No, the Oculus SDK will give you the position and size and all you have to do is create a GLFW (or Win32, or SDL, or whatever) window in that area. And GLFW will give you the OpenGL context either way automatically with the creation of your window.
May
28
comment How do I use graphics APIs to select the proper display device among multiple attached to a PC?
For the Oculus Rift in particular the SDK just gives you a rectangle (position + size) with which you create a window in "desktop space".
May
26
awarded  Popular Question
May
19
comment ECS Reference another Entity's Properties
Why not try and think in terms of "getting damaged", not "damaging"?
May
15
answered Mining cubes out of marching cubes
May
10
awarded  Popular Question
May
8
revised GPU friendly bezier storage/evaluation?
added 1 character in body