8,553 reputation
2340
bio website mandible.net
location San Mateo, CA
age 32
visits member for 3 years, 9 months
seen 2 days ago

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
Jul
3
awarded  Good Answer