1,700 reputation
414
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location Orlando, FL
age 26
visits member for 1 year, 7 months
seen Aug 22 at 21:24

Software Engineer at Iron Galaxy Studios Orlando


Aug
22
comment How can I obtain in-game data from Warcraft 3 from an external process?
Sounds like this is suddenly a gray area, asking people to help you violate the game's user agreement.
Aug
15
comment How do I find the angle between two 3D angles represented in this form?
Are these angles used to represent positions along the arc of a sphere? Otherwise I'm not sure I understand how you are representing position via rotations
Aug
15
comment How do I find the angle between two 3D angles represented in this form?
This is an odd way of representing things. Why did you choose this route instead of rolling with the traditional R3 vector? I'm not saying it's wrong, just wondering why you decided on this.
Aug
13
comment Scrolling effect after touch
If it works for you, and you haven't encountered any issues, then this isn't really a question for this site. There are rarely, if ever, best implementations. Do what works for you, and fix it or change it if there is a problem.
Aug
13
comment Game development for high-school with C++ and OpenGL
+1 on this for identifying a narrow scope and goal. Novice programmers have a difficult time understanding the relationship, and boundaries between a language, and libraries, APIs, etc. Minimize time spent learning confusing APIs, and maximize the time spent solving problems using language fundamentals, and design patterns.
Aug
11
comment Slow uniform array in shader causing FPS drop
If I were you, I would use something such as developer.nvidia.com/nvidia-visual-profiler to profile shader runs to identify whether your bottleneck is reading from that uniform variable location, or if it is simply the number of clock cycles spent looping. Since every loop is boiling down to a single MAD instruction that reads and writes out to the same register, chances are good it is reading from c[index], or simply too many iterations.
Aug
11
comment Slow uniform array in shader causing FPS drop
@Blue That would be interesting if that did indeed help. ARB instruction set doesn't appear to have a combined divide/add like it does for multiply/add. In theory it would either split it into two instructions, or convert it to multiplication as a compiler optimization. Though I have seen crazier things, so it certainly wouldn't be out of the realm of possibility. Instruction set is here. renderguild.com/gpuguide.pdf
Jul
28
comment Save Texture2D to file in Monogame
Did you try debugging the issue? Verify your data is accurate, and that your methodology even works with known good data. Worst case scenario you have to write out the data manually. Bitmaps are a simple file format, here is the specification. daubnet.com/en/file-format-bmp
Jul
26
comment How are grids made?
If you know where you are confused, then it seems you know how to solve your problem. Blocks of looping code is a fundamental concept in imperative programming languages. Lists and arrays are simple data structures, that are critical to doing even simple things.
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.