63 reputation
3
bio website
location Urbana, IL
age 20
visits member for 1 year, 8 months
seen Aug 23 '13 at 2:59

I'm currently a sophomore studying computer science at the University of Illinois at Urbana-Champaign. I'm currently the president of the ACM Gamebuilders club. I have been developing games since I was 12 years old and hope to professionally develop games for the rest of my life!


Sep
24
awarded  Autobiographer
Aug
22
comment Unity 4 - Some Rigidbodies Won't Fall Asleep
Unfortunately, I've tried all of the above and it had little impact on the outcome.
Aug
22
answered Unity 4 - Some Rigidbodies Won't Fall Asleep
Aug
21
asked Unity 4 - Some Rigidbodies Won't Fall Asleep
Aug
12
comment Why are my animated objects (from Blender) always playing at the global origin in Unity?
I tried applying the Location/Rotation/Scale early on, didn't fix it. Good suggestion though! I have a tendency to neglect things like that
Aug
12
asked Why are my animated objects (from Blender) always playing at the global origin in Unity?
Mar
1
comment C++/OpenGL Game - How to Make it Compatible with Screen Recorders?
Turns out I was calculating delta time incorrectly! At the beginning of the game loop I had start = engine->getSystemManager()->getTime(); And at the end of the loop I had delta = engine->getSystemManager()->getTime() - start; This worked well in all cases except for recording. I modified the code to calculate the delta all at once, using: oldtime = newtime; newtime = engine->getSystemManager()->getTime(); delta = newtime - oldtime; And this fixed the problem. It also made the movement a lot less jerky!
Mar
1
awarded  Scholar
Mar
1
accepted C++/OpenGL Game - How to Make it Compatible with Screen Recorders?
Mar
1
comment C++/OpenGL Game - How to Make it Compatible with Screen Recorders?
I just tried this: in my game loop I printed it to the console once every ten seconds (using my current timing code), and all the numbers printed were 10 seconds apart. However, when I'm recording the game, the actual time passed between the printings is closer to 20 seconds, but a 10-second difference is still being printed.
Feb
27
comment C++/OpenGL Game - How to Make it Compatible with Screen Recorders?
It's not framerate limited; the game only runs at around 80 FPS on my laptop during high action, with no slow down. I would be more than happy to provide code, but it would take several hundreds of lines to show some representative example. I can't figure out where to start narrowing this down.
Feb
27
awarded  Student
Feb
27
asked C++/OpenGL Game - How to Make it Compatible with Screen Recorders?