| bio | website | |
|---|---|---|
| location | Berlin, Germany | |
| age | ||
| visits | member for | 2 years, 9 months |
| seen | 5 hours ago | |
| stats | profile views | 379 |
|
11h |
comment |
Gamepad support for OSX I had a quick look at SFML's input code, its using apple's framework IOKit for the PS3 Controller. So you should be fine with that, no need for 3rd party drivers/libs. Just use apple's IOKit's HID interface. |
|
12h |
comment |
Gamepad support for OSX Latest OSXs have a PS3 controller driver built into the OS. I tested it with glut and sfml. All the buttons and axes worked fine. Not sure about rumble and sensors though. |
|
May 15 |
comment |
Is GNU GCC used for AAA games? Clang is a c/c++ frontend for a compiler platform called llvm. Yes, its better in many ways. For starters it shows the exact error in a macro, not just the line where the macro was called. It makes stupid intelli sense look even more stupid, since it makes it easy to access the AST tree, no need for an extra parser. Partial code compilation, the list is long, take a look at it, its worth it :) |
|
May 15 |
comment |
Is GNU GCC used for AAA games? GCC was a very common compiler before LLVM/Clang came around, or saying it with clang: "gcc? Did you mean clang?" ;) |
|
May 5 |
comment |
Fast and minimalistic C++ 3D engine Its only guessing, there is only one way to find out, profile your use case with those engines. Voting to close as this is not answerable in general. |
|
May 5 |
comment |
Fast and minimalistic C++ 3D engine How did you measure the performance of all those engines, and what are the actual results/numbers? Also define "fast enough". |
|
Apr 27 |
revised |
2D Rigid Body isn't working properly, gravity and impulses with SAT collision detection discussions about the "rating system" belong to the meta site |
|
Apr 21 |
revised |
Implementing Frame of reference for physics calculations added 5 characters in body |
|
Apr 21 |
answered | Implementing Frame of reference for physics calculations |
|
Apr 9 |
comment |
A.I. dependencies based on components Answering the "how to put it into components" question first without even knowing anything about the AI system is shooting in the dark. Tell us more about your AI system, the answer depends on it. |
|
Apr 1 |
reviewed | Reject suggested edit on Lwjgl Random 2D Map Generation |
|
Apr 1 |
comment |
Android opengles how to use glunproject Btw. you are using the term "identity matrix" wrong. What you call the "identity matrix" is the object- or model-matrix. The identity matrix is something else. |
|
Apr 1 |
comment |
Android opengles how to use glunproject glUnProject is used to transform windows-/screen-space-coordinates into world space. Do you want to make hit-tests using a ray given the screen coordinates? |
|
Mar 29 |
comment |
Player positions in a race game through arrays or…? Checkpoints are a good start. However it will feel weird for the player, once he passes someone, not to see his better position immedietely, but only after he passes the next checkpoint. There are better ways to do this immedietely, depending on the representation of your track. Using splines as track representation for instance. |
|
Mar 28 |
comment |
Component based game engine and dependencies - singletons The answer to the "to singleton or not to singleton"-question does not change in the context of a CS. It has been discussed a lot, just search the site and SE. Voting to close. |
|
Mar 28 |
comment |
Can't Load Shaders So you might wanna log the asynchronous loading code, adding there logs too to find out what the problem is. Anyway this is nothing we can do from here, so voting to close as too localized. |
|
Mar 28 |
comment |
Can't Load Shaders Which call fails exactly? Which line? |
|
Mar 22 |
comment |
CPU usage, game loop and sleep() That article is not about a game loop, its about fixing the time step for your physics engine, in case you write a physics engine. |
|
Mar 21 |
comment |
How to work with global variables in udk? Derive a class from gameinfo and add your variables there. |
|
Mar 20 |
comment |
How to avoid gimbal lock -1 This does not solve the gimbal lock as it uses euler angles (m_rotation) for the internal orientation storage. This wiki explains why. |