525 reputation
210
bio website evincarofautumn.blogspot.com
location United States
age 23
visits member for 3 years, 7 months
seen Feb 14 at 7:33

I like programming, language, and collecting hobbies.


Dec
10
comment How do I scale a motion capture animation?
@Korchkidu: Yeah, that’s why I qualified the hell out of it. :) A treadmill would be their best bet, I think.
Nov
1
comment SDL_DisplayFormat works, but not SDL_DisplayFormatAlpha
@Asakeron: You’re right. I had forgotten about that. Been a while since I’ve used SDL actively.
Apr
14
comment Problem trying to lock framerate at 60 FPS
@shad0w: If you try to limit the frame rate to 60 fps, and you start taking longer than 1/60 s to render, then your frame rate will start to be divided by the number of frames it takes to render the scene: 30fps, 20fps, 15fps, and so on. Whereas, if you render/update based on how fast the game is actually running, the frame rate degrades much more gracefully. You do this by recording the time it takes to render the scene (dt), then advancing the scene by that amount, e.g., position += velocity * dt.
Apr
5
comment Send regular keyboard samples OR keyboard state changes over network
+1 This is basically how streaming video codecs do it, with complete keyframes at certain intervals and the rest delta-encoded. Of course, that case is mainly to support seeking, but the principle is the same.
Apr
3
comment Calculate random points (pixel) within a circle (image)
@DavidGouveia We both get upvotes for both being right. Everybody wins! :D
Nov
4
comment How to draw a line of a given length towards a given object?
@MartinSojka: Quaternions are a solution in search of a problem. Most applications don’t need them.
Nov
4
comment Optimizing gravity calculations
I recommend using fixed-point numbers as well, if that’s possible within your system—you’d essentially be trading range for speed.
Sep
24
comment How does Trine's lighting look so spectacular?
@JonathanHobbs: That's fair. I just find it a particularly overused tool. Things have a tendency of being overused when they become easy to use, then tone down over time (consider the early internet). I think that's what's happening with bloom.
Sep
24
comment How does Trine's lighting look so spectacular?
@JonathanHobbs: I just think blurring the specular channel on everything is a bit excessive. It's like a lens flare: it's a simulation of the side-effects of an imperfect lens. Why would you do that?
Sep
23
comment How does Trine's lighting look so spectacular?
Ugh. Why do people think this looks good? :(
Sep
14
comment When would I use “scripts” or “scripting” in a game, as opposed to the core language?
Artists should not be made to program anything. You separate engine from game logic for the sake of modularity, not for the sake of offloading development to people whose strengths are elsewhere.
Jul
9
comment Appropriate level of granularity for component-based architecture
@Den: I'm writing some physics code, but it's not an engine by any means. Just mundane 2D kinematics.
Jul
8
comment Appropriate level of granularity for component-based architecture
Fair enough. I just wanted to make sure I understood you correctly. With the slot system I have, it's simple and efficient for components to communicate, so I really don't see any drawbacks to the "super-micro" scale. I don't intend to refactor this into a standalone engine, but if I do, then I can always introduce abstractions such as the component groups I mention in my comment on The Communist Duck's answer.
Jul
8
comment Appropriate level of granularity for component-based architecture
I'm not a new developer. If I have components based on concepts rather than behaviour (i.e., top-down versus bottom-up), won't my architecture be more brittle, and more elaborate? I can implement any behaviour I want from small components, but I can't always get the desired behaviour from precombined ones. Not to mention that I can't predict everything I'll want to achieve even in the context of one game.
Jul
8
comment what is the standard solution to pathfinding towards a moving target?
+1 AI can reasonably run much slower than rendering.
Jul
8
comment Appropriate level of granularity for component-based architecture
Sounds fair. My system has very little centralisation: if an Entity has a Position and some components that make that Position participate in physics, then the Entity is de facto physical. I think what I may do is just add some components for logical grouping, and keep all the fundamental components to a single responsibility. So adding, say, a Movable to an Entity would have the same effect as adding a Position, Velocity, and Acceleration.
Jun
20
comment What do you look for in a scripting language?
@Joe: Hey. I was kidding. And obviously the answers corroborate one another: high performance, ease of integration, and familiarity are important; other specific language features don't matter so much. I learnt something about what people seem to want, which is exactly what I asked for.
Jun
20
comment What do you look for in a scripting language?
@Joe: I'll give you everything but the pony.
Jun
20
comment What do you look for in a scripting language?
@Joe Wreschnig: "Here's why I picked what I did" is not the same as "Here's what I actually want".
Jun
19
comment What do you look for in a scripting language?
+1 This helps me out quite a bit, thank you. I'll wait to see if there's any further discussion, but I think you covered it well.