15,094 reputation
22871
bio website code.google.com/p/disjunction
location Everywhere
age 36
visits member for 3 years, 10 months
seen 20 hours ago

Arcane Ingenuity. On Twitter.

Disjunction - a realtime MVC framework for C & JS.

For now, arcaneingenuity at gmail.

  • App architecture
  • Algorithm design
  • Procedural world generation
  • Dynamic narrative
  • Rendering & Computational geometry
  • Tech: OpenGL, WebGL, C, JS, HTML5, Unity, C#, C++, Java, Flash, Box2D, PhysX, sockets, node.js.

Dec
22
revised when to use vertex array and when to use vbo
added 395 characters in body
Dec
22
answered when to use vertex array and when to use vbo
Dec
18
comment What is the most efficient container to store dynamic game objects in?
@user50286 Why so aggressive & insulting? You must have very poor self-esteem to make personal attacks on others this way. Sean was nothing but professional here -- your behaviour is quite out of line and I am surprised you weren't banned from the site.
Dec
13
revised Why should I use separate initialization and clean up methods instead of putting logic in the constructor and destructor for engine components?
added 19 characters in body
Dec
13
revised Why should I use separate initialization and clean up methods instead of putting logic in the constructor and destructor for engine components?
added 19 characters in body
Dec
13
revised Why should I use separate initialization and clean up methods instead of putting logic in the constructor and destructor for engine components?
added 19 characters in body
Dec
13
revised Why should I use separate initialization and clean up methods instead of putting logic in the constructor and destructor for engine components?
added 19 characters in body
Dec
13
revised Why should I use separate initialization and clean up methods instead of putting logic in the constructor and destructor for engine components?
added 19 characters in body
Dec
13
revised Why should I use separate initialization and clean up methods instead of putting logic in the constructor and destructor for engine components?
added 19 characters in body
Dec
13
revised Why should I use separate initialization and clean up methods instead of putting logic in the constructor and destructor for engine components?
added 412 characters in body
Dec
13
revised Why should I use separate initialization and clean up methods instead of putting logic in the constructor and destructor for engine components?
added 98 characters in body
Dec
13
revised Why should I use separate initialization and clean up methods instead of putting logic in the constructor and destructor for engine components?
added 15 characters in body
Dec
13
answered Why should I use separate initialization and clean up methods instead of putting logic in the constructor and destructor for engine components?
Dec
10
revised How can I convert a mouse click to a ray?
communicative -> commutative
Nov
25
comment Sprites get terribly scaled
At first glance I read "sprites get terribly scared"...
Nov
12
awarded  Self-Learner
Nov
11
awarded  Good Answer
Nov
10
comment Trouble Using Component Base Pattern
@crancran No, that's not what I was suggesting -- I explicitly said to avoid subclassing. @Ello Give it an id, type, set up as you wish, but don't lock into anything by inheritance. You may keep a separate list of Entitys that represent players so that top level logic can access these quickly from time to time, but keep all entities generic enough to be processed from a single list by any part of your game logic, special cases to be handled inline through (non-reflective) conditionals. This avoids restrictive hierarchies and costly class reflection. If at all, inherit at component level.
Nov
10
comment Trouble Using Component Base Pattern
@Ello Your UML has a couple of mistakes: your RenderManager should reference one more more lists of Entity. Likewise should not be inheriting Player from Entity -- this is the whole point of CBEs -- no inheritance! You want generic lists of Entitys that are processed selectively based on their properties. So compose a player given the Entity structure, don't inherit to create one. What composes a player different from an AI? It replaces an AI control module with a human control module that interfaces with input devices, instead. Other components are as an AI Entitys might be.
Nov
10
comment Trouble Using Component Base Pattern
@Ello Yes, You have it. There is nothing wrong with keeping functions / logic on the entity itself (as then you have the benefit of accessing local data using this, but this approach is only appropriate where you do not need batch processing / overarching context as in the example I described above.