800 reputation
614
bio website martindevans.appspot.com/blog
location Worcester, United Kingdom
age 24
visits member for 4 years, 2 months
seen Oct 26 at 13:56
Comp-sci student at Birmingham University (08 class) Startup indie game developer

Feb
21
comment Game networking topology - dealing with host leaving
Lots of P2P networks use the metric that the longer a peer has been around, the less likely they are to leave. This probably doesn't hold for games, but it would be a good starting point.
Feb
2
comment Does C# have a future in games development?
@coderanger: I know that currently not many large studios use managed languages, and I'm sure that's going to continue for a very long time. However more and more small scale companies are using managed languages, and I can't imagine that going away anytime soon either.
Feb
2
comment Does C# have a future in games development?
@coderanger Of course super optimised native code can beat jittered code. But doing those kind of optimisations is time consuming and costly. Where writing all your managed code is almost as fast, and a helluva lot easier/faster to develop. And if one of the companies out there started releasing games twice as fast as they currently do, with less bugs, I think gamers would be pretty happy about that - even if it took 5% more CPU load ;)
Feb
1
comment Does C# have a future in games development?
@Guillaume86: Jittered code can currently outperform native code, and Jits are getting better all the time. Also, managed languages produce far more robust programs. So in the end C++ loses it's performance advantage, and is significantly harder to write robust programs in (which means longer development times and more costs)
Dec
20
comment Net code: What are your expected and max latency and packet loss targets?
I always use UDP for games, but then that depends very much upon the kind of games you're making!
Dec
20
comment Net code: What are your expected and max latency and packet loss targets?
I'm no expert, but I usually test with far worse packetloss rates than that; 10-20% at the minimum. Once, I accidentally left the artificial packetloss in and demoed a game with 90% packetloss (it worked perfectly) ;)
Dec
19
awarded  Commentator
Dec
19
comment What tools are available for creating 3D collision and pathfinding data?
Does your world have caves/overhangs, or is it a pure heightmap?
Dec
19
awarded  Critic
Nov
2
comment Interpolating positions in a multiplayer game
floating point precision really shouldn't come into this at all! Did you read my linked answer on stackoverflow? It covers all the details of implementing this kind of thing.
Nov
1
answered Interpolating positions in a multiplayer game
Oct
29
revised Can you record raw sound data in XNA?
added 790 characters in body
Oct
29
answered Can you record raw sound data in XNA?
Oct
17
awarded  Organizer
Oct
17
revised Is it possible to make calculations in a Quake 3/Live hud?
edited tags
Oct
12
comment TitleSafeRegion isn't available on XNA 4?
TitleSafeArea is an instance method if Viewports, it sounds like you're trying to use it as a static method on the Viewport class.
Oct
7
comment Programatically loading fonts, textures, and media in XNA
On top of that, I believe the full game studio requires the full .net framework insted of the client profile which the redist requires.
Oct
6
awarded  Nice Answer
Oct
5
comment What is a good starting platform for a teenage game programmer?
Someone voted this answer down. It's nice to comment on why you voted something down if you do :(
Oct
2
revised What is a good starting platform for a teenage game programmer?
added 179 characters in body; added 39 characters in body