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seen Apr 19 at 0:15

Jun
17
awarded  Caucus
Apr
28
awarded  Notable Question
Feb
24
awarded  Yearling
Dec
11
comment Avoid if statements in DirectX 10 shaders?
Honestly, that's very premature optimization, just don't change them until you benchmarked your code and are 100% that shader is a bottleneck.
Nov
29
comment where can i learn to make 3d games in java from scratch?
@dfhgdfnhgfn Unless you implement OpenGL from scratch, then no. LWJGL is very low level but provides some higher level features, like input, that you don't have to use. The bare minimum you'll need to do any graphics stuff is JOGL which is simply a java OpenGL binding. There's nothing wrong with using libraries.
Nov
23
comment How can I generate a view or projection matrix for OpenGL 3.+
I have to agree with the GLM solution. It's powerful, easy to use and agrees very, very well with openGL/GLSL.
Nov
23
answered Multiple objects listening for the same key press
Nov
20
answered How can I convert .obj files to .3ds on Mac?
Nov
6
answered Car Modelling for race game
Oct
31
comment XNA 2D vehicle wall collisions
+1 for "If your code is turning into spaghetti, it might be that you are trying to build logic to explain something that is unexplainable.", that's probably true 99% of the time.
Oct
31
comment How to improve Minecraft-esque voxel world performance?
This should be a blog post, I'd totally read the entire blog!
Sep
9
awarded  Popular Question
Jul
13
awarded  Popular Question
Feb
24
awarded  Yearling
Sep
11
accepted Which data structure should be used to represent voxel terrain?
Sep
9
answered iOS Game Development - Where to start?
Sep
9
answered Which software to keep track of my project?
Sep
9
comment Which data structure should be used to represent voxel terrain?
I thought about heightmaps as well but a couple of things drove me away from them. The thing is that in my case, the terrain is not truly large by any means or very complicated (think a maze type terrain, very cartesian). I'd also like part of the terrain to be destructible or allow the user to affect the terrain through construction. This may result in the player creating "tunnels" in the terrain that seem more complicated to represent with a heightmap.
Sep
8
awarded  Commentator
Sep
8
comment Which data structure should be used to represent voxel terrain?
Thank you for your answer. In my case, some large parts of the terrain would be made from the same type of voxel which is why I was thinking about octrees (a large chunk would not have to be subdivided). However, I'll give the 3D array a shot since it looks simpler to implement. I'm sure I can manage to abstract the implementation details of my terrain class enough so that it's not so hard to switch implementations would the need arise.