360 reputation
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bio website twitch.tv/unixunited
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visits member for 2 years, 1 month
seen 4 hours ago

I'm programmer working on 2D and 3D games. I also do level design.


Oct
15
accepted Fighting Game Camera Positioning in SDL
Oct
15
comment Fighting Game Camera Positioning in SDL
Thanks for breaking this down, it clears it up, and this is a working solution. Indeed, I did get some details wrong, tends to happen when the code gets large. Also, excellent point on the camera panning.
Oct
14
comment Fighting Game Camera Positioning in SDL
Thanks, this did not work, but src.x = midpoint.x - src.w appears to work. I will do rigorous testing to verify, and if it works then I'll post it as an answer. Seems too simple, but could be it. Also note that the midpoint I calculate is the midpoint in the viewport itself, not relative to the image coordinates.
Oct
14
comment UDP Netcode Architecture for Fighting Game
Thanks for the info on hole punching. I ended up using RakNet to run the netcode which has been working great so far, combined with proper client-side prediction. I ensure input packets are delivered with RakNet, so no single input is dropped, which is very important for serious players and frame timing.
Oct
14
revised Fighting Game Camera Positioning in SDL
added 100 characters in body
Oct
14
asked Fighting Game Camera Positioning in SDL
Sep
30
comment How can I avoid having many singletons in my game architecture?
Can you elaborate on "proper dependency injection"?
Sep
24
awarded  Autobiographer
Sep
12
answered How do I handle packet loss in a client-server network model?
Sep
12
awarded  Popular Question
Aug
2
comment UDP Netcode Architecture for Fighting Game
I'm not sure how familiar you guys are with the fighting game community, but even a standard amount of latency is completely unacceptable. TCP may work for one on one matches, but for updating the other clients viewing the match it would probably require UDP. I may end up just testing with both.
Aug
1
comment UDP Netcode Architecture for Fighting Game
Thanks for your suggestion. I do realize the advantages of TCP, however I have seen in one too many places a programmer emphasizing not to use TCP for a game, for example gamasutra.com/view/feature/131781/… It wouldn't be hard to switch to TCP at this point, but I'm not comfortable doing it for a fighting game which needs very high-speed updates. I think it's possible to do this with UDP (using something like Raknet would make it much easier).
Aug
1
revised UDP Netcode Architecture for Fighting Game
added 41 characters in body
Aug
1
asked UDP Netcode Architecture for Fighting Game
Jul
29
comment How is shot synchronization implemented in multiplayer FPS?
This can be solved with client-side prediction gafferongames.com/networking-for-game-programmers/…
Jun
3
comment glsl shader to allow color change of skydome ogre3d
Keep in mind, there is an Ogre add-on that will do all of this for you (free) ogre3d.org/tikiwiki/tiki-index.php?page=SkyX
Jan
8
awarded  Yearling
Oct
6
awarded  Self-Learner
Aug
5
comment Detect when a bullet rigidbody is on ground
btCollisionWorld::ClosestRayResultCallback retrieves the first collision in the physics world. If you want to get all of the collisions from a ray, you can subclass RayResultCallback and store a list of collisions. In my case the player's rigid body isn't included in the ray test because it is added without a group and mask (kind of odd).
Jul
7
comment How to set the object's world position in bullet?
What do you mean "update the bullet motion state?"