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visits member for 2 years, 8 months
seen Apr 14 at 16:31
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I am fascinated by computer programming. My main interest is C++ and C#. Recently I grew a strong interest to generic programming and template meta-programming which is opening up a fascinating world of programming that is absolutely beautiful and exciting to unravel.

By profession, I am a game developer and specialize in core engine development.

Twitter: @samaursa


Feb
17
comment Is there a fully featured OBB class for Ogre3D?
What's with the downvote? This is a legitimate question. Take a +1 from me - I have used Ogre3D quite a bit (my last use was a year ago - so take this with a grain of salt) and as far as I know there isn't an OBB, but if you search their wikis, you will find an implementation that you can use.
Feb
13
comment Using C++11 for cross-platform Game Engine Development
Very interesting (+1)
Dec
27
comment Should Vector3 inherit from Vector2?
@LaurentCouvidou: :)
Dec
26
comment Entity property system
@MaelmDev I agree with miguel. This is not what you are doing. Your entity should be nothing more than an ID (with perhaps transformations built-in). Your components can be attached to the entity by storing them directly in the entity using some container or using a manager that ties together the entity and the components it has.
Dec
26
comment Should Vector3 inherit from Vector2?
@LukeB. Although in OPs case I agree that it seems there is no reason to inherit from Vector2 but inheriting from a base Vector<N>? That makes perfect sense. Moreover, why does inheritance automatically mean polymorphic behaviour? One of the best things about C++ is that you can have zero cost inheritance. No need to add any virtual methods (including virtual destructors) in the base Vector<N> class.
Dec
26
comment Should Vector3 inherit from Vector2?
@bobobobo With explicit instantiations and not including your inline file in the header, compile times will be no different. Additionally, the template angle bracket bloat is just one typedef away.
Dec
26
comment Should Vector3 inherit from Vector2?
@LaurentCouvidou No, you will need the virtual destructor only if you are trying to delete a derived Vector<N> class by the base class pointer. That is, you are designing your Vector<N> class to be polymorphic, which I have never seen in any engine. Vector<N> base class is quite common however. You can easily protect against deletion by base class pointer by having a protected dtor (and probably a protected ctor) in the base class. It is actually quite advantageous to have all the common functionality in the base Vector<N> class.
Dec
23
comment Should Vector3 inherit from Vector2?
@LaurentCouvidou: Why would you need a virtual table?? There is no reason for Vector<N> to be polymorphic.
Dec
23
comment Float or int for currency?
@SamHocevar: That is not guaranteed either. Numbers within the range that are still whole numbers start accumulating error on the first division: ideone.com/AKbR7i
Dec
23
comment Float or int for currency?
@SamHocevar: That reasoning doesn't work in all cases. See: ideone.com/nI2ZOK
Nov
28
accepted Using C++11 for cross-platform Game Engine Development
Nov
27
comment Using C++11 for cross-platform Game Engine Development
@snake5: auto, lambda's, template alias, c-tor delegation. These features will not only make our code more readable/maintable but imo increase productivity. Just the auto keyword is one of the things I miss a lot when I switch from C++11 to C++03. Other features such as variadic templates, although very powerful and can definitely improve code, we can do without (and are not implemented so far by VC++ compiler).
Nov
27
asked Using C++11 for cross-platform Game Engine Development
Nov
21
comment What is the difference between Constant Vertex Attributes and Uniforms?
@NicolBolas: The first quote is from the book directly followed by "A constant vertex attribute value is specified using any of the following functions:" where the functions listed are (I am ommiting the numbers) glVertexAttrib#f() and glVertexAttrib#fv()
Nov
21
comment What is the difference between Constant Vertex Attributes and Uniforms?
@SeanMiddleditch: Yes, that part I am clear about.
Nov
20
accepted What is the difference between Constant Vertex Attributes and Uniforms?
Nov
19
asked What is the difference between Constant Vertex Attributes and Uniforms?
Oct
19
comment Object-Oriented OpenGL
@NicolBolas: Could I not check to see if there is a context and only initialize then? Or perhaps only allow managers to create the objects which require an OpenGL context? --- btw, great set of tutorials (link in your profile)! Somehow I never came across them when searching for OpenGL/Graphics.
Sep
26
awarded  Yearling
Sep
1
answered How to convert Maya shaders and Renderman shaders to GLSL?