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location Los Angeles, CA
age 36
visits member for 3 years, 10 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.


Jan
13
comment Multi-threaded games best practices. One thread for 'logic', one for rendering, or more?
The system you mention is very akin to a scheduling system mentioned in the answer given by the Other James, still good detail in that area so +1 as it does add to the discussion.
Jan
13
comment Multi-threaded games best practices. One thread for 'logic', one for rendering, or more?
Ah, +1 :) I was always restricted to the networking areas of the 360 and ps3, hehe :)
Jan
13
comment Multi-threaded games best practices. One thread for 'logic', one for rendering, or more?
+1 for the mentioning of a Scheduling system.. usually a good place to center thread/system communication :)
Jan
13
answered Multi-threaded games best practices. One thread for 'logic', one for rendering, or more?
Jan
13
comment Any interesting thesis topic?
Well, just read the question and ignore the subjective (what is interesting) part of it. He is clearly looking for a list like the answer I see below, a list of game technologies that are being pushed further and further now that near photo-realistic rendering has been around.
Jan
12
awarded  Critic
Jan
11
comment How to calculate new direction after sprite collision
Good general purpose answer. Just a little note for those making more simplistic rebound game like breakout or pong or the like, if you have a axis aligned bounding box and are not doing real physics (you want the velocity to remain the same) then you can just swap the components of the velocity vector. ie: If you reach the left or right edge of the box, negate the X value of the velocity vector. If you reach the top or bottom, negate the Y value of the velocity.
Jan
7
comment Card Game Suggestion
The AI for the card game is very different from game to game, i do not think you are going to find much of an answer with out some specific card game in mind. (You do not play poker in the same way you would spades, gin or rummey for example)
Jan
7
awarded  Commentator
Jan
7
comment Custom mesh format - yea or nay?
You have some answers below so Ill just chime in with a quick: You will generally want to keep your model data and your animation data and the like separate.. Maybe closely related/named files, but if you ever need to change things, its nice to have one thing not require the change of many.. For 'Production' vs 'Development' assets you could always combine all your raw animation, model, collision data, etc.. into a single concatenated object, but that level of asset processing may not be immediately needed either.
Jan
7
comment How do I have to take into account the direction in which the camera is facing when creating a first person strafe (left/right) movement
If your camera is in unit vectors and the Z axis is the one that goes into and out of the screen, isnt the X axis the unit direction for strafing?
Jan
7
comment Entity system in Lua, communication with C++ and level editor. Need advice
Even if the editor is a separate application, it does not mean it can not be using your in-game objects. What data format are you going to use for your entities? Do you want to link together the logic you mentioned in your original post (I had just assumed the editor was going to write that logic in little Lua scripts and use Lua to define object composition and initial values and such, so my bad on that). Sorry for any confusion, completely not intended!
Jan
6
comment Entity system in Lua, communication with C++ and level editor. Need advice
I would have to say for exposing to the editor that some sort of a generic RTTI system for being able to look up properties and methods would be the way to go, this same system could also be used to expose the objects through Lua as well as I would assume your Editor is going to be using Lua when dropping in the entities and the like.
Jan
6
comment Entity system in Lua, communication with C++ and level editor. Need advice
A second note, cause I ran out of space on that one.. Is that you do not strictly need a complicated RTTI just to expose things through a scripting language.. Having a generic way to define and wrap properties and methods may make exposing them through a scripting language easier, but especially with lua (Ive embedded it into 3 engines so far, but the last one was about 3 years ago so this may have changed) you can just go through and manually expose the parts that you want, no RTTI needed in the strictest sense of the word since you are defining the types from C++ to Lua yourself.
Jan
6
comment Entity system in Lua, communication with C++ and level editor. Need advice
Having worked with one of those and other engines, I can say that they do fully expose their system and you are able to make objects within their scripting interfaces as well as large amounts of game logic.. However.. The base core objects, the components if you will, are almost entirely C++ objects that are then exposed via RTTI and the scripting interface for people to muck with. On the RTTI side of things, give me a day or two and Ill see if I can not find something, maybe even a bit of a code example from one of my non-professional projects so I can give away the code with out worry :)
Jan
6
answered Entity system in Lua, communication with C++ and level editor. Need advice
Jan
6
awarded  Teacher
Jan
6
answered What causes player box/world geometry glitches in old games?
Jan
6
comment “Time Control” in a 2d Platformer
What you are looking for is more of a 'Replay' than time control. You might find some nice articles on ways to deal with this, but I still say the answer below is also a good start in this area. Keep in mind that things that are 'random' in the game will screw up replays for the 'ghost' character running it again if they can affect progress.
Jan
5
comment Online architecture guide
a little chime in here.. There is complication to networking, but if you can develop a generic enough input interface, then it should not matter where the 'commands' come from.. Keyboard, Mouse.. network packet.. Just a little thought to keep in mind, but yeah, get a single player version working first so you are only debugging one aspect of a program at a time.