6,955 reputation
21343
bio website xinoro.net
location Tokyo, Japan
age
visits member for 1 year, 8 months
seen 39 mins ago

By day, I make games. By night, I make even more games, one of which is available on the App Store, and you should vote for, on Steam Greenlight!

Mostly a programmer, I also do an attempt at art, music, game design, and many other activities related to game development.

My aim is to become the best game creator in the world. Stay tuned (probably for a long time)

You can also check my series of "Introduction to..." answers on the Game Development Stack Exchange:


39m
reviewed Approve suggested edit on scene2d tag wiki excerpt
10h
reviewed Approve suggested edit on Architecture of a simple game
1d
reviewed Reject suggested edit on Designing a combat system in Unity
1d
reviewed Reject suggested edit on Why does this geometry shader slow down my program so much?
Jul
25
reviewed Reject suggested edit on i want to be a game developres please help
Jul
25
reviewed Reject suggested edit on Unity3d : Make prefab follow raycast hit
Jul
25
reviewed Approve suggested edit on How to display a GUI Texture for a certain amount of time
Jul
25
reviewed Reject suggested edit on Unity3D — WAV plays an octave too low on Android
Jul
25
comment Can I use an AI engine written in C++ in my Unity game? If yes, how can I do this?
Not silly at all. This is a very clean solution if you don't want or can touch the c++ code. You also don't have to debug your c# port of the algorithm.
Jul
25
awarded  Fanatic
Jul
16
reviewed Approve suggested edit on I can't figure out how to animate my loaded model with Assimp
Jul
14
comment Estimated framerate for custom engine?
Is that framerate good for your purposes?
Jul
14
comment Estimated framerate for custom engine?
How about measuring it?
Jul
13
comment What is missing from SDL for it to gain more widespread adoption?
@JayAbelter: I rewrote your question based on your comments. Once again, each developer will give you a different answer, but my answer is that any abstraction you put into your code will make some things easier, others more difficult, and sometimes will even make some things downright impossible. I do not use SDL or any other "framework" or "engine" because I prefer to do things myself and handle the multiplatform abstraction myself. But once again, that is one opinion from one developer. I still don't think this is an appropriate question for this site, but I removed my downvote.
Jul
13
revised What is missing from SDL for it to gain more widespread adoption?
Rewrote question based on what the OP claimed is the real question he has.
Jul
13
comment What is missing from SDL for it to gain more widespread adoption?
@JayAbelter: No, that's not what you're asking. If that is what you want to ask, then you should rephrase your question to reflect that. Pretty much not a single paragraph in the question you wrote is even remotely close to the purpose you claim your question has. Adjectives like "smarter" don't really help much.
Jul
13
comment What is missing from SDL for it to gain more widespread adoption?
@JayAbelter: I downvoted this question because as it is written, it seems like spam, kinda like "Is there any reason not to use (random weight loss pill)?, don't people want to like, lose weight?". Now, assuming good will (I currently don't), the reason people don't use SDL is the same reason you don't use XNA, Unity, Ruby, or whatever other product: because you don't deem it appropriate for your project. 1000 people who don't use SDL will give you 1000 different reasons, in which case this would be an opinion poll, and therefore inappropriate for this site.
Jul
13
comment What is missing from SDL for it to gain more widespread adoption?
It's all a matter of preference. Just as it seems completely outrageous not to use SDL to you, it seems completely outrageous to use SDL to others.
Jul
9
accepted How to resolve a collision at the border between two colliders?
Jul
9
comment How do I handle this type of collision?
It really depends on how you model your collisions. How about instead of pixel collisions, you try modeling your walls as line segments and your submarine as a point? Collision detection and resolution is much more simple that way