| bio | website | bendunkin.com |
|---|---|---|
| location | ||
| age | 23 | |
| visits | member for | 2 years, 8 months |
| seen | 10 mins ago | |
| stats | profile views | 67 |
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Jul 3 |
awarded | Analytical |
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Jul 3 |
suggested | suggested edit on Why aren't tangent space normal maps completely blue? |
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Jul 1 |
comment |
Synchronization between game logic thread and rendering thread Another link: software.intel.com/en-us/articles/… |
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Jul 1 |
comment |
Would someone please explain Octree Collisions to me? They are not optimal because you have to verify and/or rebuild the tree every frame, otherwise it is no longer valid. An octree gives you very fast lookup speed in exchange for a slow upfront creation time, but having to rebuild it often can nullify that benefit. It all depends on how expensive your verification/rebuild process is. |
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Jul 1 |
answered | Would someone please explain Octree Collisions to me? |
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Jun 29 |
comment |
Trying to make a game with C++, using lists to store bullets and enemies, but they are not erased Are you sure that statement is being executed? Is your code exactly the same as in the linked question? |
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Jun 29 |
answered | Trying to make a game with C++, using lists to store bullets and enemies, but they are not erased |
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Jun 16 |
comment |
Observer Pattern Implementation As he stated he wanted to learn basic game programming, not design patterns, I think it is easier to focus on that aspect only. If you try to learn too much at once, you end up learning very little. Specifically in this case though, where the pattern might not actually be useful, learning when NOT to use a design pattern is just as valuable as the opposite. |
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Jun 15 |
answered | Observer Pattern Implementation |
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Jun 8 |
awarded | Caucus |
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Apr 19 |
answered | Intersect of vector and triangle side |
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Mar 24 |
comment |
Transform between two 3d cartesian coordinate systems That is indeed correct. You can multiply matrices to combine their transformations, so if you have lots of points its more efficient to multiply B(A^-1) once and used that. |
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Mar 24 |
answered | Transform between two 3d cartesian coordinate systems |
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Mar 23 |
comment |
Why doesn't my texture display with this GLSL shader? Oh . . . I had a feeling it was something simple like that but darn if I could have figured that out. Thanks! |
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Mar 23 |
awarded | Scholar |
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Mar 23 |
accepted | Why doesn't my texture display with this GLSL shader? |
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Mar 22 |
awarded | Student |
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Mar 22 |
asked | Why doesn't my texture display with this GLSL shader? |
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Mar 21 |
comment |
How do multipass shaders work in OpenGL? You aren't giving it multiple vertex(etc.) shaders. There is only one main function, so you don't have multiple entry points. It is very similar to a C program in that you can have multiple files which are linked together to make a program. You can share these files between different programs so you don't need to duplicate the code, but each file is not necessarily a program by itself. |
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Feb 24 |
comment |
Game Design Schools in Canada Waterloo does not have a game specific minor/specialization, the ones I mentioned do. Microsoft goes to many schools to recruit. I know they go to Western and I would be very surprised if they didn't go to U of T. What Waterloo does offer is a very well organized (mandatory) Co-op program which you could use to find internships at game companies. I think an internship year is possible at quite a few schools, but it is not mandatory. |