| bio | website | gabrielgambetta.com |
|---|---|---|
| location | ||
| age | 32 | |
| visits | member for | 2 years, 5 months |
| seen | May 5 at 12:49 | |
| stats | profile views | 65 |
Software Engineer at Google Zürich.
Former Founder, Director and CTO of Mystery Studio, a small independent game developer.
|
Jan 30 |
awarded | Critic |
|
Jan 29 |
answered | What can I do to increase the female:male ratio of gamers in an online, casual gaming, community? |
|
Jan 29 |
answered | How can I get a velocity vector for an object moving in a circle? |
|
Jan 18 |
answered | Translate object in world space usings it's local rotation |
|
Jan 17 |
comment |
Is there any difference between storing textures and baked lighting for environment meshes? +1 for low-res lightmaps. Lightmaps can be surprisingly low-res while providing acceptable appearance, as long as the base texture looks good. |
|
Jan 12 |
answered | Any interesting thesis topic? |
|
Jan 11 |
answered | Typical Method Of Building Puzzle Levels |
|
Jan 1 |
answered | What tools should I consider if my aim is to make a game available to as many platforms as possible? |
|
Jan 1 |
answered | Collision Detection for 2D |
|
Dec 24 |
comment |
STL for games, yea or nay? @Simon: with all due respect, the last example is a sign of extreme cluelessness, and has nothing to do with STL... that person would do the same in any other language with lists that can be sorted. It's his thinking that is broken. |
|
Dec 24 |
answered | Node-Based pathfinding vs A* and others |
|
Dec 24 |
comment |
Lag compensation with networked 2D games @Vish: Oh :) I meant what happens in many online FPSs when your connection drops - you can move a bit but your character is then pulled back, as if tied by a rubber band, when the client figures out the server hasn't ACKed its inputs after a while. |
|
Dec 22 |
comment |
Lag compensation with networked 2D games @Vish: It's only half done. It's my pet project, unlike the rest of the games we make for a living, so it doesn't have a very clear "release" date :( |
|
Dec 19 |
comment |
Creating non-rectangular hotspots and detecting clicks Depends on the details. We usually reuse the button images as the masks so this method ends up using less memory than jpaver's method. |
|
Dec 19 |
revised |
Lag compensation with networked 2D games added 175 characters in body |
|
Dec 19 |
comment |
Lag compensation with networked 2D games Or "why is my character tied to that column with a giant rubber band?" on a dropped connection :) |
|
Dec 19 |
answered | Creating non-rectangular hotspots and detecting clicks |
|
Dec 19 |
awarded | Supporter |
|
Dec 19 |
awarded | Editor |
|
Dec 19 |
revised |
Lag compensation with networked 2D games added 55 characters in body |