| bio | website | bryandenny.com |
|---|---|---|
| location | Winston-Salem, NC | |
| age | 26 | |
| visits | member for | 2 years, 10 months |
| seen | May 2 at 13:44 | |
| stats | profile views | 274 |
Currently web (C#/ASP.NET) programmer for a printing business.
Former computer science college student with a strong background in Java and C#.
I'm a moderator on the Android StackExchange. I own a G1 running CM5 and a Motorola Droid running CM6. I also own a rooted Nook Color and a wifi Motorola Xoom. I currently use a rooted Galaxy Nexus as my main device.
You can also find me on Twitter.
I'm also a new Android developer. Check out my tipping calculator app called "Tippy Tipper" or my car dock app called "Car Dashboard" here. The source code for "Tippy Tipper" can be found here.
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Aug 4 |
comment |
New to creating AI - where to start? @jle Pretty much. So each of your strategies will broken down into their own classes, keeping your code organized. |
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Aug 4 |
answered | In general how often and when should I optimize my code? |
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Aug 4 |
answered | New to creating AI - where to start? |
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Aug 3 |
comment |
Gaming glossary Might want to make this CW since it will be a list. |
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Aug 2 |
answered | 3D theory before graphics APIs? |
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Aug 2 |
comment |
3D theory before graphics APIs? Ray tracing is also another interesting topic, but is much too slow for real-time games |
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Aug 2 |
awarded | Self-Learner |
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Aug 2 |
awarded | Nice Question |
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Aug 2 |
answered | Game Engine framework or library |
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Aug 1 |
answered | GUI Elements - How to go about them? |
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Jul 30 |
asked | Are game manuals worthwhile anymore? |
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Jul 29 |
awarded | Nice Question |
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Jul 29 |
revised |
How to design an AssetManager? edited tags |
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Jul 27 |
comment |
How to design an AssetManager? @Joe take a look at my other question about "loading screens": gamedev.stackexchange.com/questions/1171/… Hitting an empty cache means long times to go to to disk and could result in some FPS performance hits on those first calls. If you already know what you're going to hit ahead of time, might as well hit it during loading to pre-cache it, right? |
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Jul 27 |
answered | What options do I have for game hosting |
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Jul 27 |
awarded | Scholar |
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Jul 27 |
accepted | How can I implement parallax scrolling into my 2D game? |
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Jul 27 |
accepted | As an Android dev, what should I keep in mind for porting to iPhone? |
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Jul 27 |
accepted | How can I implement dialog trees into my game? |
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Jul 27 |
comment |
How to design an AssetManager? Okay, sure. But in cases like Android (or other games) you need to load in a lot of graphics/sounds in to memory before you start the game, not during. How can I use what you're saying (factories) to do this during a load screen? Just hit every object in the factory on the load screen so it caches them? |