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bio website twitch.tv/unixunited
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visits member for 1 year, 11 months
seen Aug 10 at 20:22

Primarily a C++ programmer working on 3D games. I also do level design.


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).
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
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?"
Jun
24
comment Detect when a bullet rigidbody is on ground
Are you setting the mask and group when you add collision objects and rigid bodies? For rigid bodies, I leave them as default, and anything else uses group 2 and a mask of 1, like so: btWorld->addCollisionObject(obj, 2, 1);
Jun
19
comment How are 3D models created in video games?
Here's a pretty realistic documentation of the art process: salvationprophecy.com/forum/viewtopic.php?f=4&t=413
May
18
comment How to put a “mask” in front of the camera in Ogre?
You should not cross post on the Ogre3D forums at the same time; it essentially wastes people's time. I've seen many of your posts both here and there.
May
14
comment Which key bindings to use for switchable primary and secondary attacks?
Why not let the user decide? Everyone has their own preference.
Apr
21
comment Moving the camera as in a first person shooter
For perhaps more efficient implementations, check out the camera classes here: dhpoware.com/demos/index.html
Mar
24
comment Scrambling word into least recognizable form
I've never lol'd so hard this year.
Jan
2
comment Where to find more documentation on Ogre3D?
Yeah, I've been using Ogre3D for several months now and the forums have loads of relevant content.
Dec
31
comment enemy shooting towards FPS
Also, if you can't take the time to type "you people" instead of "u ppl" then no one will take you seriously.
Dec
29
comment How to write my own 3-D graphics library for Windows?
You might try something like SSE3 rohitab.com/discuss/topic/37370-c-sse3-software-3d-renderer
Oct
13
comment How can I write data to a file that users can't easily edit?
If you're going to vote this down, please explain why.