151 reputation
bio website None
location Tuscaloosa, AL
age 24
visits member for 2 years, 10 months
seen yesterday

I'm a Christian first, singer/song writer/programmer second. Thus far I've gotten my hands dirty with C++, objC, C#, and Java. I don't know if I could choose a favorite, since each has their advantages and disadvantages- ease of programming is countered by knowing my program is super efficient! I know, I know, efficiency is usually pointless, yet for some reason, I find myself working on things where it actually matters...

Things I've worked on include...

  • A GPS tracking, photo/video/audio managing iPhone app called "iGoat" for people who want to purchase and donate livestock to denizens of third world countries. The deliverer takes photos and videos of the delivery and sends them to the original giver! Pretty cool.
  • An evolution sim called "Divine Intervention," written in C# with XNA Game Studio. Stuck on hiatus due to efficiency nightmares (the player needs to be able to speed up the game, but collision detection and the like posed problems.)- now that I'm more knowledgeable than myself as a former freshman in college, I'll have to revisit this!
  • A dungeon-generator app, the back-end being C++ and the front-end being objC. It's targeted at people who want to play table-top RP games (Pathfinder, D&D, etc) in an improvisational style. Basically the app generates dungeons for them on the fly, the DM filling in as much as he wants, and the rest being provided by the app! The user will be able to purchase tilesets and generation algorithms in-app.
  • Hack/Mine, an action RPG hack n' slash mod for Minecraft with over 1 million downloads! With quests, magical loot, randomly generated dungeons, boss creatures, and more.

awarded  Critic
awarded  Announcer
answered How to texture a surface generated by marching cubes algorithm?
comment How to texture a surface generated by marching cubes algorithm?
A problem I'm having with this approach is selecting the correct texture for each vertex, given multiple options. You can't simply select the texture of the closest voxel to that vertex, since "air" voxels have no texture. In the air case, you have to resolve to another voxel, and I'm racking my brain in an attempt to come up with something efficient. You can't simply map an air voxel to another voxel for all vertices, so you must either encode more specific logic, OR use a lookup table somehow. Hmm...
comment Why does this geometry shader slow down my program so much?
Does the exception for point sprites generalize to shaders of layout(points) in;? Or is it the fixed output size? Or perhaps both?
comment Hardware instancing for voxel engine
Voxel engines being "hard to work with" and "silly tech demos" is inappropriate, overly subjective, and broad. The asker didn't ask whether making a voxel engine is a good idea or not.
awarded  Supporter
awarded  Teacher
awarded  Autobiographer
answered How can I optimise a Minecraft-esque voxel world?