3,298 reputation
1817
bio website
location Los Angeles, CA
age 36
visits member for 3 years, 3 months
seen Mar 28 at 17:28

I am a former video game developer who now makes enterprise software solutions as my day job and small game projects in my spare time.


Apr
9
awarded  Enlightened
Apr
9
awarded  Nice Answer
Mar
23
awarded  Nice Answer
Feb
25
answered How do I implement Breakout's “multiball” powerup?
Feb
24
awarded  Taxonomist
Jan
28
awarded  Nice Answer
Jan
5
awarded  Yearling
Aug
25
answered How do you know when you need C++?
Aug
20
comment What are typical job interview questions related to game development?
@leetNightshade I will see if I can dig a new one up but yeah, it kind of went away.. it was about building on on-stack queue system using as few bytes as possible.
Jun
11
comment How to know when a bullet has hit its destination in a game with a fixed timestep?
You can give that a try, there is certainly not a single answer for this. I just fear that would give odd side effects down the road. I would not want my bullets just vanishing mid flight at odd intervals.. Would make me start to wonder what was going on.
Jun
10
comment How to know when a bullet has hit its destination in a game with a fixed timestep?
@tieTYT If your bullets travel Instantly, then yes, whatever you are aiming at will be hit immediately and you can just show the impact there. However, it sounds as though the bullets take time to travel. If that is the case then you will not know for sure you hit something until the bullet travels and you have then collide with an object.
Jun
10
answered How to know when a bullet has hit its destination in a game with a fixed timestep?
Jun
10
awarded  Caucus
May
17
awarded  Enlightened
May
17
awarded  Good Answer
May
17
awarded  Nice Answer
Jan
5
awarded  Yearling
Jan
4
comment Compile-time checking for component-based, data-driven games
I see making an easy interface to access an attribute of an object via templates just a rewrite of what the basic C++ language gives you already with you having to write all the handling code.. like what you are doing above. It is all about finding the balance between as abstract as the language itself or tied down to a class hierarchy and where you want your code to be between them I guess.
Jan
3
answered Compile-time checking for component-based, data-driven games
Nov
27
comment Overriding component behavior
@Mitchell I guess we just will have to disagree then.. I have always seen components as something you tailor to the game/application in question. Sure you gather a nice collection of them over time depending on how many projects you use/reuse the system for, but the entire point of component system to me is to create more complicated objects out of simple and specific smaller objects.