7,731 reputation
11741
bio website codingshuttle.com
location Amman, Jordan
age
visits member for 3 years, 6 months
seen 1 hour ago
  • Mohammad Ghabboun: Professional Software Engineer.

Also interested in:

  • Software Design.
  • Geometry.
  • ISO C++.
  • Functional programming.
  • Concurrency and parallel programming.
  • Signals and image processing.

If you are interested to hear more from me, follow me on twitter: @mghabboun


Aug
10
revised How can I ensure character weapon is also included in collision detection?
removed tag and duplicate word
Jul
30
comment Implementing Mouse Lasso
Unfortunately your solution doesn't work, you are asking for almost 100% closed polygon,if you check the video the game automatically closes the curve, your solution require the player to have pixel acuracy in closing the curve which almost doesn't work in real scenarios.
Jul
26
awarded  Popular Question
Jul
14
comment How portable are OpenGL versions, really?
@RoyT. That is what I suggested in my last section. Which I think we agree on this point , but in case the op needs to change the API, he/she may need to consider the wrapper approach.
Jul
14
comment How portable are OpenGL versions, really?
@RoyT. Do you imply that we should directly use the function calls? I agree it's tricky to wrap for all APIs and you will probably want to leak at some point, but I find this much better than calling API function directly in your program. What are the alternatives ?
Jul
14
answered How portable are OpenGL versions, really?
Jul
13
reviewed No Action Needed Importing FBX with multiple meshes in UDK
Jul
12
reviewed Approve suggested edit on Can I take a finished game based on a licence to the holding company?
Jul
8
comment Problem when using two different shaders
Can you show us your code?
Jul
3
reviewed Reject suggested edit on Can I prevent diagonal movement from exploring more of the map?
Jul
2
awarded  Curious
Jun
28
reviewed Approve suggested edit on How can I speed up cocos2d game engine?
Jun
27
awarded  Nice Answer
Jun
23
revised Frame Buffer couldn't be constructed: incomplete attachment error on nexus 7
edited title
Jun
22
comment Re-using one texture for multiple OpenGL Quads
If you want to create the texture only once and use it for every object, just glGenTexture once, and then glBind it for every object.
Jun
22
reviewed Approve suggested edit on Java Graphics Rendering Bug
Jun
22
reviewed Approve suggested edit on What tools are needed for making 3D games?
Jun
21
reviewed Approve suggested edit on How to move the background vertically downward in android?
Jun
20
comment Lighting computation viewing direction
@user48206 you don't need to think about per fragment or per vertex the calculation are the same, what you care about is the space that you are calculating the direction in. In your case you are calculating the light contribution in Eye Space where the eye position is (0,0,0). If you were calculating the light contribution in world space then you need to use EyePosition- fragmentWorldPosition.
Jun
19
comment Normal Mapping space confusion
related especially for the world and view space gamedev.stackexchange.com/questions/63832/…