51,831 reputation
9110194
bio website byte56.com
location Portland, OR
age 31
visits member for 3 years, 8 months
seen 2 hours ago

I work full time at a big software company, when I'm not doing that I'm developing games. I keep a development blog at www.byte56.com and you can follow me on twitter.

I've created a course with Lynda.com to teach advanced scripting with the Unity 3D engine, check it out!


3h
comment game breaks on nvidia hardware
Please stop editing this post. Unless you're editing the question to fix it to be removed from being closed, it doesn't need to be edited any more. You've made a number of edits to the question, and it doesn't look like it's being improved towards being reopened.
8h
comment What is the `AssetBundle` dropdown in the inspector for?
Worth noting that AssetBundles are a Pro feature only.
10h
comment Creating an in-game time system only works with real time
Great! It looks good to me. +1
10h
comment Creating an in-game time system only works with real time
Doug, please keep your edits to significant changes only. You've edited this post a number of times, many of which are very small changes that don't significantly change the content of the post. Every edit pushes the question to the top of the active list, where it shouldn't be for such small changes.
17h
answered Category/genre name for games like: Ogame, Kings of Chaos, and Bitefight.?
1d
revised Please help me on my thesis unity 3d game
edited body; edited title
1d
comment How to load UV texture from blender to opengl JAVA Android(or just java)
Please read the close reason. You need to edit your question to conform to the standards we expect.
2d
comment How to load UV texture from blender to opengl JAVA Android(or just java)
Don't be sorry for not cleaning up your code, just clean it up :). It could very well help you find your problem and make your question much easier to answer. Thanks.
2d
comment Developing a mathematical formula for fold drive physics in Space Game
While I think this is a neat question, it's really a discussion oriented question with only opinions as answers. There's no 'correct' way to implement this formula (since it doesn't exist in the world). I suggest you ask on a more discussion oriented site like gamedev.net or reddit.com/r/gamedev.
2d
comment Tiled Rendering - Projection matrix
@Robinson You can provide the solution in your own words here and how it applied to your situation.
Jan
26
comment How to experiment for the value of gravity in Libgdx?
If you're not happy with the answer in your other question, clarify your question to make sure you get the answer you want. Don't open a new question that's only slightly different.
Jan
26
awarded  architecture
Jan
26
comment admob or airpush revenue
I'm voting to close this question as off-topic because it's about potentials from advertising services, and is not specific to game development.
Jan
25
comment Good practice/pattern to create and draw high resolution 2D fish
Which technology you use is a personal preference. Those types of questions can't be answered here. Your second question has been addressed on the site already: gamedev.stackexchange.com/questions/24638/…
Jan
25
revised Why do tutorials use different approaches to OpenGL rendering?
added 2 characters in body; edited title
Jan
25
answered Why do tutorials use different approaches to OpenGL rendering?
Jan
25
comment How do I derive an appropriate acceleration value for my game?
Don't expect it to work out like that. Like he said, he found that value through experimenting. Though I believe you're still trying to find some sort of logic behind his decision. He just tried some numbers and eventually found one that works. Don't put too much thought into it.
Jan
25
comment How do I derive an appropriate acceleration value for my game?
Avatar is the main character. In your case, that would be the bird that's doing the flappin'.
Jan
25
comment How do I derive an appropriate acceleration value for my game?
You'd choose what you want for the acceleration to be in those units. So, say your avatar is 100 pixels high and you'd say in real units you think the avatar is 1 foot high. Gravity is 32 feet per second squared. So, you'd have 320 pixels per second squared.
Jan
25
answered How do I derive an appropriate acceleration value for my game?