| bio | website | bendunkin.com |
|---|---|---|
| location | ||
| age | 23 | |
| visits | member for | 2 years, 8 months |
| seen | 3 mins ago | |
| stats | profile views | 67 |
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1d |
comment |
Entity Component Systems with C++ - Accessing components Typeid will give you the actual type of the object being pointed to even if the pointer is of a base class |
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1d |
answered | Entity Component Systems with C++ - Accessing components |
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Mar 31 |
answered | Is C++ necessary to learn if I ever want to get a job in the game industry? |
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Mar 28 |
answered | What is the state of the art of ray tracing on the GPU? |
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Feb 25 |
comment |
which courses in Computer Science are really needed for game development? While I agree in principle with this answer, I don't think it answers the question. The asker is clearly looking for help in choosing courses, but this answer says don't take courses at all. Not only is this very misleading (you will certainly benefit greatly from many computer science courses), I would argue it is foolish if you do have the opportunity to go to university and decide against it. |
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Feb 21 |
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Creating A Bounding Box around each item in a list XNA 4.0 Is your code transcription accurate? You recreate bulletRect and manRectangle each iteration yet do nothing with them until after the loop finishes. |
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Feb 17 |
comment |
Transform between two 3d cartesian coordinate systems That is a difficult question. If you have only one vector, you can find the rotation from the x-axis then scale the magnitude to match (see gamedev.stackexchange.com/questions/6137/…), but in general, this is a difficult problem, especially when you have sources of error. |
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Nov 20 |
comment |
component Initialization in component-based game architectures Why would the BulletComponent need that information? Perhaps whichever system using the BulletComponent should just directly access the PositionComponent of the entity. |
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Nov 16 |
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Ray Tracing concers: Efficient Data Structure and Photon Mapping I think a KD tree is going to be hard to beat. The benefit of knowing the scene before hand is that you can heavily preprocess it for your ray intersection tests (remove unseen geometry, etc), but the photon mapping is a stochastic process so you probably won't be finding any good improvements to the algorithm in the photon gathering phase. For the bounces, you are calculating the indirect light. This may very well be a small contribution. You add this to the direct contribution to get the final colour. |
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Nov 15 |
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UV texture mapping with perspective correct interpolation Texturing is a common component of a game engine, perhaps he thinks this question would get better answers here. |
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Nov 14 |
answered | Ray Tracing concers: Efficient Data Structure and Photon Mapping |
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Oct 7 |
awarded | Critic |
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Oct 7 |
comment |
How does process of updating code with Continous Integration work? Not only is this off topic for gamedev, but a simple google search for "Continuous Integration" answers all your questions, including drawing a model. |
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Oct 5 |
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If and else condition not working properly in xna So, based on that question, I say this is a "here's what I'm trying to do but not getting the expected result" question. Since I can't find any actual logical flaws aside from the non obvious one I stated above, and we don't have the whole program to put this function into context, I don't think we can judge this user's programming abilities well enough to discard this question as a fundamental misunderstanding/not knowing how to code. It would seem you disagree, and the votes on this question show that. Perhaps a rename/edit is needed, to make this question/answer useful to others. |
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Oct 5 |
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If and else condition not working properly in xna One solution is to check that the button wasn't pressed during the previous call to the function @Byte56 I would disagree with your classification of this question. By that logic, no problems with code should be allowed as questions on this site. However, I don't think comments are a good place to discuss this issue, so perhaps somewhere else would be more appropriate. |
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Oct 5 |
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If and else condition not working properly in xna @Byte56 Breaking out of the loop would do nothing once the message is set the first time unless it is cleared outside of this function, in which case breaking out of the loop would ALSO do nothing since the message is not set because of success. That is beside the point I was trying to make though. Debugging with break points probably won't help since I believe the problem is in the mouse state, and manually debugging that can be unintuitive if you aren't aware of how mouse states of produced. Holding the mouse button could make the first time work, and subsequent ones produce errors. |
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Oct 5 |
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If and else condition not working properly in xna @bummzack He doesn't need to exit the loop. It surely can be done more efficiently, but the logic should still work as he wants. As for the actual problem, I would strongly suspect the (mouseState.LeftButton == ButtonState.Pressed) line as holding the mouse button would produce this state through multiple updates. |
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Sep 18 |
awarded | Yearling |
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Jul 24 |
answered | What uses are there for multiple UV maps on a model? |
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Jul 3 |
revised |
Why aren't tangent space normal maps completely blue? Fixed grammar, made question clearer |