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bio website cw-3d.com
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visits member for 3 years, 9 months
seen Feb 9 at 18:16

Graphics & tools programmer who also does better than average programmer art.


Jan
24
comment What coding issues can be significant in damaging the performance of a game?
Like Wes says, profile (once you've got it right - optimizing wrong code just makes the wrong thing happen faster). For game development, I've found that visualising performance data as it happens (like this: clayworks3d.blogspot.co.uk/2014/01/…) one the most useful tricks. As for usual gotchas - naive use of graphics data is a common problem. If you fail to batch calls in vertex/index buffers, performance will suffer.
Aug
7
comment Android NDK - moving .so files from one project to another
Why the -1 ? What's wrong with this?
Aug
5
comment Android NDK - moving .so files from one project to another
Which is odd as the .so file is there in the libs/armeabi folder.
Aug
5
comment Android NDK - moving .so files from one project to another
08-05 22:57:16.410: WARN/dalvikvm(23479): No implementation found for native Ltcode/tmath/BufferUtils;.copyJni ([FLjava/nio/Buffer;II)V 08-05 22:57:16.420: INFO/GLThread(23479): exiting tid=12
Aug
5
comment Android NDK - moving .so files from one project to another
I've rediscovered the LogCat android output and it has some info:
Aug
5
comment Android NDK - moving .so files from one project to another
Actually, scrub that. Here's the full exception in pastebin: pastebin.com/RgGjPcTn
Aug
5
comment Android NDK - moving .so files from one project to another
Thanks for the answer! The signature is almost certainly correct because it works in the project I copied it from. The exception is too long to post in its entirety so here's the beginning and end.
Mar
27
comment Import a 3D animation into an android game
There are lots of formats but none of them are (or should) be tied to the android operating system - just as no image formats or document formats should be tied to an operating system. In the end, it's all just bits and bytes and it's up to you to interpret those or to get a library that does that job for you. I use my own proprietary 3d file format that I output from a home grown 3d modelling program - that's a bit of an extreme example of D.I.Y. though. You could probably write a plugin for Blender that would output in whatever format is convenient for you - even as Java code.
Mar
15
comment Platform for DS/Gameboy Dev - Managed Memory, Tools, and Unit Testing
Nintendo have been very clear that they do not want to deal with 'garage' developers. They want to deal business to business so any development work you do will be using Devkitpro and a device like the R4 or you'll work for a larger developer. Unless you want to make DS titles as a learning exercise or as experience for a future job, I'd develop for more open platforms where you have a chance to legally selling what you create.
Mar
14
comment Is there a good reason I shouldn't use a java applet for a game?
I'm not sure if the sponsorship model presents a good deal for creators. It's better to sell your work for a reasonable price than take a pittance from a portal site who make a pittance from the advertising.
Mar
14
comment share distribution question
On the contrary, engineers are the people you should take seriously. The only thing those buinsess types on dragons den have are MBAs and ruthlessness. Without Artists and Engineers, they are nothing.
Mar
13
comment Does one need normals for a strictly 2d Game?
You should be able to do that yes, as long as you've enabled glEnableClientState(GL_COLOR_ARRAY) (remember to disable GL_NORMAL_ARRAY)
Mar
11
comment Pros and Cons of making geometry not only leaf in scene heirarchy
I'm not entirely sure that it is - it may work for your game though. The way I go about these things these days is to keep the two seperate. This allows me to have a logical grouping editing and an accelerated visibility structure for rendering quickly. That's what works for me right now although this may change if my requirements change. There is no one-size fits all solution, you have to be pragmatic and go with whatever is optimal (or convenient) for the sort of game you are writing right now.
Mar
11
comment What is the average job length in the game industry?
@Joe: How very generous of you. Surely that's your opinion which, too, is subjective. I'm +1 industry 'anecdotes' as I think they are relevant.
Mar
11
comment What is the average job length in the game industry?
That's pretty bad bro. Don't let the b@$7*£"s grind you down.
Mar
10
comment How to procedurally (create) grow an artistic (2D) tree in real-time (L-System?)
Great question, I've been interested in L-Systems for a while but haven't done anything with that interest :)
Mar
9
comment Create shadow for SkinnedEffect model
@notabene: thank you :)
Mar
9
comment Create shadow for SkinnedEffect model
Without knowing how they implements the skinned effect it's difficult to say. Mesh skinning is usually done in the vertex shader whilst shadow mapping can be implemented just in the pixel shader - you may be able to mix and match but this is one of those examples where it's best to either get a complete rendering solution or do it yourself. It's easier to code your own with an already working example to use as a reference for what you want your code to do - it might be educational to code your own skinned mesh shaders.
Mar
9
comment Create shadow for SkinnedEffect model
Ah, I assumed right: <xnaessentials.com/tutorials/hlsl-basics.aspx>;. If you can't change the skinned effect to add shadow map support, I'd write a new one that you can change.
Mar
9
comment Create shadow for SkinnedEffect model
Sorry, I can only comment what on what I know. I have never had any need to do XNA programming I've assumed that you can create HLSL shaders in there. I know Direct3D and I know about shadows.