8,900 reputation
2541
bio website mandible.net
location San Mateo, CA
age 32
visits member for 4 years, 4 months
seen Oct 24 at 9:06

Sep
23
revised Equation to make small number big and big number small (gravity)
added 231 characters in body
Sep
23
answered Equation to make small number big and big number small (gravity)
Sep
19
comment QT for lan game devleopment
@Psykocyber, many MMOs use TCP. I know for certain that World of Warcraft and Rift both do. TCP is fine for realtime games.
Sep
16
answered How to get and copy font bitmap from WinGDI to a IDirect3DTexture9?
Sep
15
answered Skipping glReadPixels and reading iPhone's “VRAM” directly
Sep
14
answered Is there an all inclusive c++ game engine that is free
Sep
13
comment How are the graphical effects in the Android game Orbital created?
Another keyword to look for: "additive blending". I'd bet money that basically that entire game is rendered additively. By far, the best way to get a glow effect.
Sep
9
comment Faking isometric graphics in a 2D space game
That might help, but in space it shouldn't make all that much of a difference anyway. Unless you have a grid overlaid on the world it just shouldn't matter.
Sep
8
comment Faking isometric graphics in a 2D space game
As near as I can tell, the ship is already being rendered correctly - the side views show it at the angle it should be for isometric to look "correct". I suppose I'm not sure what you mean by "rotate the world axis".
Sep
8
answered Faking isometric graphics in a 2D space game
Sep
2
awarded  Nice Answer
Aug
24
awarded  Nice Answer
Aug
19
answered How to code the animations of attacks in RPG game
Aug
18
answered What distinguishes a free to play game from one worth paying for?
Jul
30
answered how to keep a GUI on-screen without moving or resizing it according to camera movement
Jul
29
comment Proper vertex buffer use
Just to mention - vertex buffers aren't really designed for this situation. It's quite rare to have a huge number of deformable shapes/models. Most rendering occurs with a relatively small number of fixed models, which are then animated via vertex shaders.
Jul
29
comment Best (Most Popular?) Image Format For Texturing
@Duck: Painless as long as you're doing simple TGAs without compression or any of the fancy features. If you want a fully compliant TGA loader I've found it's a bit of a pain. It's sort of a strange format.
Jul
19
awarded  Nice Answer
Jul
18
answered How to design and implement turn-based system?
Jul
17
awarded  Yearling