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seen Jul 16 at 14:56

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


Jul
2
awarded  Curious
Mar
25
awarded  Enlightened
Mar
25
awarded  Nice Answer
Dec
31
comment Implement an upper FPS limit in the gameloop
One of the points in that question is "Running at 100% CPU is not necessarily bad.". But I see your point about it not directly answering your question.
Dec
31
comment Implement an upper FPS limit in the gameloop
possible duplicate of CPU usage, game loop and sleep()
Dec
31
awarded  Citizen Patrol
Nov
25
awarded  Popular Question
Sep
26
awarded  Yearling
Aug
10
awarded  Nice Question
Jul
3
awarded  Nice Question
Jun
29
comment How can I unpack a sprite sheet into multiple images?
It also hangs when I click about... in options. I am guessing the program has trouble opening additional windows.
Jun
29
comment How can I unpack a sprite sheet into multiple images?
Unfortunately, even with the PromtpForDestinationFolder unchecked, it still hangs. I am testing with this spritesheet (note that I converted it to PNG before dragging it into your unpacker): funorb.com/img/images/game/central/dev_diary/…
Jun
20
awarded  Popular Question
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.