4,880 reputation
11022
bio website portfolio.r2d2rigo.es
location Reading, Berkshire
age 27
visits member for 4 years, 1 month
seen 9 hours ago

Game Programmer at Weekend Game Studios.


Nov
20
answered In-Game Level Design with XNA?
Nov
15
answered How can I run native code (in a DLL) from UnrealScript in UT/UE1?
Nov
7
comment What's wrong with this OpenGL model picking code?
Yeah, you'll have to do you own picking. If you want tight results use triangle picking, or you can test against bounding boxes/spheres if you don't need that much precision.
Nov
7
answered What's wrong with this OpenGL model picking code?
Nov
4
comment How much memory does a texture take up on the GPU?
Of course it can, but check the assets used in games built with Unreal Engine, Source, etc. They aren't usually compressed on disk, because nowadays there's more than enough disk space to leave resources uncompressed; and the space saved doesn't make up for the extra RAM and CPU time needed to decompress the files on each load.
Nov
3
awarded  Editor
Nov
3
revised How much memory does a texture take up on the GPU?
added 641 characters in body
Nov
3
answered How much memory does a texture take up on the GPU?
Nov
1
answered Shadow Mapping and Transparent Quads
Oct
30
answered How come the 3d graphics and animations of MMORPGs are usually worse than non-online 3d games?
Oct
30
answered Coordinates from 3DS Max to XNA 3.5
Oct
29
answered How to implement a starwar energy shield in game
Oct
29
answered Converting a Google Sketchup file to 3DS?
Oct
29
comment Converting a Google Sketchup file to 3DS?
He means 3DS file format, the de facto format of old versions of 3D Studio MAX.
Oct
29
answered Skybox Development Help
Oct
28
answered Runtime Storage vs Static Storage
Oct
28
comment Is XNA good for professional development for the Xbox 360?
XNA is a high-level, C# API. A devkit is a special console where you can deploy games written with C++ and DirectX, thus having a lower level access and better performance overall.
Oct
28
comment Fundamental physics component(s) in component-based game engine
By doing two systems, you would have to iterate through all your objects twice; one for updating the position, velocity... and other for checking if it collided with something. Just do everything in the same loop: update the properties and check if it intersects something, and then apply bounce/deceleration/etc.
Oct
28
awarded  Teacher
Oct
28
answered Fundamental physics component(s) in component-based game engine