284 reputation
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bio website axel22.github.com
location Lausanne, Switzerland
age 29
visits member for 3 years, 11 months
seen yesterday

A doctoral assistant at the EPFL and a member of the Scala team, interested in programming languages, data structures, concurrent and distributed computing.

Author of the book Learning Concurrent Programming in Scala.


Jul
4
comment JOGL hardware based shadow mapping - computing the texture matrix
Their advice is just - make sure that near and far clipping planes are as tight as possible. I think I already made them pretty tight - bringing the far plane further away or the near plane closer results in parts of the depth buffer being at full 1.0 or 0.0. So I think there must be some other solution.
Jul
4
comment JOGL hardware based shadow mapping - computing the texture matrix
Thank you for your link, judging from the screenshots there, they attack this problem - I will read this in more detail. I thought about editing the question, but I my thinking was that transposing the matrix might in fact be part of an answer.
May
8
comment AI algorithms for Strategy Game
Nice question - I'd love to see some references to existing AI algorithm descriptions in the answers.
Apr
8
comment What are the basics in game architecture? How do you create your game skeleton such that it doesn't stay in your way?
Agreed, most game experiments I've had were based on the MVC.
Apr
8
comment Sprites as Actors
Scala actors are multiplexed on top of a thread pool, so that they could be more lightweight than threads. This means that they can manipulate shared memory to communicate, provided that it's synchronized properly. If you use remote actors, then they might be on different processes, and the only way to communicate is sending messages.
Apr
7
comment Getting Started with 2d Game Dev (C++): DirectX or OpenGL?
404, page not found
Apr
6
comment Balancing Player vs. Monsters: Level-Up Curves
I think that there may not be a general answer to this question, but only due to the fact that a theoretical background has to be based on a very specific question. A theoretical work could define a metric of difficulty, and introduce formal definitions concerning game rules. Based on that, it could prove that for a given difficulty you have to do this and that. To give an example: One of the answers below mentions Kingdom of Loathing, which has very specific formulas about how monsters progress - these formulas apply to that particular game with its own set of rules.
Apr
6
comment Balancing Player vs. Monsters: Level-Up Curves
This is a very good question. It would be nice if there was some theoretical work behind this issue.
Feb
6
comment Dynamic Memory Allocation and Memory Management
Agreed. Code in a way that allows you to change things later. If in doubt, benchmark or profile.