32,930 reputation
566125
bio website byte56.com
location Oregon
age
visits member for 2 years
seen 2 hours ago
stats profile views 2,750

I work full time at a big security software company, when I'm not doing that I'm developing my first game: Age of Goblins. I keep a development blog at www.byte56.com and you can follow me on twitter.


May
16
awarded  Good Answer
May
16
answered How to animate a destruction of a model?
May
16
answered How to draw a circle with WebGL using GL_POINTS
May
16
comment Artificial player evaluation
As the creator of the game, don't you know when a player is good at it?
May
16
comment What are the best UI middleware solutions for iOS games?
There's no universal "best". Which technology to use questions are not a good fit for the Q/A format of the site. They just generate a list of responses without any correct answer. See the FAQ about what types of questions to ask here (and what not to ask).
May
16
answered Get distance between the edge of screen and a moving sprite
May
16
comment make a sphere rolling on a roulette mesh stop at predetermined place
+1 It's hard to be random and deterministic, fake it.
May
15
comment In general terms, how does a peer-to-peer game model work?
You can edit the question however you like. Title and all.
May
15
comment In general terms, how does a peer-to-peer game model work?
Your title asks about client-server, the body asks about P2P. What exactly is the problem you're facing?
May
15
comment OpenGL parsing normals from obj gets shading wrong
Of course the methods will be similar, you're trying to do the same thing. Anyone that wanted to write their own parser could also look at the many other examples you've seen. It's just my opinion, the question will only be closed if four other people agree. I can say that you're probably not getting an answer because you've posted so much code. You may want to reduce the code samples you've provided to only include the problem area. If you truly have no idea where it could be, you probably need to review your code some more and learn what it does.
May
15
awarded  Enlightened
May
15
awarded  Nice Answer
May
15
comment Where to put input detector?
True enough, I've modified the answer to fit with Touch instead of Keyboard.
May
15
revised Where to put input detector?
deleted 182 characters in body
May
15
comment Ignoring collisions without using physics layers
Ignoring collisions can easily be done by responding to a collision by doing nothing. Collisions without a collision response is the same as ignoring the collision. If you're able to decide what to do when a collision is detected, that's all you need. Just decide to do nothing.
May
15
comment Ignoring collisions without using physics layers
possible duplicate of Ignore collisions with some objects in certain contexts
May
15
revised Where to put input detector?
added 1059 characters in body
May
15
comment How to prevent the “Too awesome to use” syndrome
Maximum level cap to use the item, time limit on the item, limit the number of these one-shot items they can carry.
May
15
reviewed Reject suggested edit on What should I know to start in game development?
May
15
comment Algorithm behind targeting mechanism used by the player characters in Bionic Commando and Just Cause
What's the "'Bionic arm targeting' problem"? The algorithm is the same as any targeting system in 3D, cast a ray out and see what it hits. The hook is just using the physics engine to apply force between the two objects.