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Software Engineer at Iron Galaxy Studios Orlando


Jul
17
comment When and how to apply affine translations to vertices of a mesh with LWJGL
The usual means for performing vertex transformation is through the world-view-projection matrix configuration. Ignoring view/projection in this situation, your world (sometimes called model) matrix should be used to perform transformations within the vertex shader. The original vertex data is never modified, instead each vertex is transformed(usually) as it leaves the vertex stage of the shader pipeline.
Jul
2
comment game mod security question
Broad for sure, but this brings up some good concerns. I hope to see some answers to this.
Jun
25
comment Why are god objects so common in game programming?
Whenever developing software, there is always the ideal solution that is written out on paper, discussed with peers, and tested against the recommendations of the C++ prophets (Scott Meyers/Herb Sutter, and more). Then your solution is taken out of it's isolated environment, and thrown into the roughest arena out there, the production code arena. This is where all your planning, and expectations start to fall apart, as the reality of interfacing with code that you don't control, is never ideal. Production code is a balance between idealistic design, and realistic practicality.
Jun
22
comment GA - Genetic Algorithm for Enemy
Your question is valid, though worded in such a way that it sounds like polling for opinions. Try rewording it to make the actual question a bit more clear. Currently asking for "good uses" is ambiguous and not suited for this site.
Jun
18
answered Was there any equivalent of glVertex3f in Direct3D?
Jun
18
comment How to find the total bounds rectangle around a list of rectagles
I agree, storing min max for rectangles tends to be more efficient in most situations, though it is of course context sensitive.
Jun
18
comment How to find the total bounds rectangle around a list of rectagles
This is a simple issue, and a simple solution like this is ideal. No need to implement any unnecessary complexity. Finding the min/max extents of both axis is all that you need.
Jun
18
comment Merge corners of fractaly generated borders so they appear naturally
Try using edge detection, and blend across the appropriate edges. I have had luck performing a similar task using a simple laplacian/gaussian edge detection. homepages.inf.ed.ac.uk/rbf/HIPR2/log.htm
Jun
13
answered Effect culling on uneven terrain
Jun
13
answered Unity: Rolling a ball around a spherical planet with forces
Jun
12
comment Is there a maximum delay an UDP packet can have?
Since UDP is an unreliable protocol, this would be up to service that is sending out the packets. The effective limitation would likely depend on the system using your protocol.
Jun
4
comment Open GL perspective projection vs orthographic projection
Your chosen projection matrix has no effect on whether or not the graphics framework will support 2D or 3D. Also, projection matrices are trivial to change out, so why not just give them both a try?
May
15
comment Can't read .cso files but I can read their .hlsl versions?
By default CSO objects are dumped into the output directory of your project. Visual studio default debug directory is the project directory. You will need to make sure the CSO objects are in the project directory, or update your debug working directory, or correctly specify a relative path when loading your file.
May
14
comment Is there a tool to batch resize images to nearest power of two, on a specific side?
@Mario there are platforms that strictly enforce powers of two, for compression and rendering reasons. This is most noticeable on limited platforms such as hand helds and mobiles. Also, why waste run time cycles if you can do all of this as an asset pipeline step?
May
13
comment Getting access violation because of ID3D11Buffer
You have an opportunity to learn to troubleshoot and solve your own problems, why would you want someone to fix it for you? You will be worse off than you were before, because then you wouldn't know how to prevent the problem from happening again.
May
13
awarded  Outspoken
May
11
comment openGL Camera setup for Zoom in/out centered at point under cursor
This question is slightly confusing. Your cursor isn't going to change screen coordinates, unless you personally move the mouse. Are you saying that you want the zoom feature to center on the cursor when zooming?
May
9
answered How many active shaders at one frame in the game (should I typically use)? 5? Or more like 100?
May
9
comment Throwing a ball and estimating its path using a Physics engine
I would say determining the acceptable number of tangents would be relative to a few things. Based on the derivative, you would have to make some sort of executive decision about how drastic this change is before you declare a new tangential point. Additionally, this could lead to wasted or overlapping rays in some situations. There would always have to be some level of acceptable error.
May
9
revised Throwing a ball and estimating its path using a Physics engine
deleted 12 characters in body