Reputation
29,168
Next tag badge:
534/1000 score
111/200 answers
Badges
3 42 88
Newest
 Nice Answer
Impact
~633k people reached

1d
awarded  Nice Answer
Aug
28
comment Implementing a modal dialog from scratch with C++
@RalphTrickey: the spaces only works for posts, not comments. StackExchange is not made for long conversations in comments; if the question should be clarified, just edit the question and add your sample. You can do code in comments using the backtick, though. :)
Aug
28
comment Implementing a modal dialog from scratch with C++
@RalphTrickey: I guess I don't fully understand your problem. Good GUI (and game) programming is going to be pretty heavily event-based, so making things respond to events (via lambdas, derived dialog impl classes, or some other message-handling system) seems super natural to me.
Aug
28
answered Implementing a modal dialog from scratch with C++
Aug
25
comment Why does player still leave map?
For your future edification, the generalized form of this is to separate the concept of world space (where things are in the world) from screen space (where things in world space - including the world itself - are drawn on the screen). This ultimately simplifies both your movement code and your drawing code even more than you already have.
Aug
23
comment Missing keyup event
Are there specific circumstances in which a key-up is not caught? It's common for these to be lost if a key is held down and then the user alt-tabs away from the window, for instance (the key-up will go to the new window, not the one that originally received the key-down).
Aug
21
comment How do you know when you are ready for game programming?
@felix9801: random fortune cookie-esque words of wisdom can be applied to any situation. Either way, properly learning how to "use a paint brush" requires you to actually use one. You could practice poorly ("copy Mona Lisa") or you could practice well; either way, you have to practice. Copying a game design like Pong or Tetris really has nothing to do with copying in programming so there's no real connection between a programmer reimplementing games and recreating a painting, unless of course you are actually copy-and-pasting code.
Aug
21
answered How do you know when you are ready for game programming?
Aug
20
answered Using Similar Mechanic Names For Attributes
Aug
16
revised What is the difference between “dynamic generation” and “procedural generation”?
mention player-created content
Aug
16
comment What is the difference between “dynamic generation” and “procedural generation”?
@Molot: and there's the first example of my last paragraph. :) I guess I was only really thinking about developer-published content for this answer, and I suppose you could consider developer- vs player-created content to be yet another axis aside from dynamic/static or manual/procedural. e.g., in many games, players can build structures in a building mode but then the map is static for the rest of the game, so you can have static player-created content. But again, I'm not overly particular about the terminology. :)
Aug
16
awarded  Nice Answer
Aug
16
answered How do engines that can be scripted with a different language than the engine work?
Aug
16
comment How do engines that can be scripted with a different language than the engine work?
hmm, okay. I felt like surely that question has been answered already, btu I honestly can't find a good one on Stackoverflow. I feel like you should still rephrase the question in terms of the specific parts you're unsure about; the question as it stands is very broad and would take an overly long and complex answer to fully explain.
Aug
16
comment How do engines that can be scripted with a different language than the engine work?
What part you asking? Are you how asking how scripting works? How engines juggle scripting with non-scripted code? How engines in general work with extensibility? Which engine and which style/degree of scripting are you unsure about? What research into scriptable engines have you already performed?
Aug
15
comment What is the difference between “dynamic generation” and “procedural generation”?
@Evorlor: done, but I'm not sure I said anything more than what david van brink already did.
Aug
15
answered What is the difference between “dynamic generation” and “procedural generation”?
Aug
15
comment What is the difference between “dynamic generation” and “procedural generation”?
@Evorlor: I'd say so. "Procedural" just means that some algorithm made the content. "Dynamic" means that the content changes over time. You can use code to generate something just once, so it would be static and not dynamic. All dynamic content is procedural, but not all procedural content is dynamic. You can mix the two in all kinds of ways, too; e.g. a dynamic level that procedurally fills itself with static content. :)
Aug
13
answered Handling Input During Frame Drop?
Aug
13
comment Setting up an efficient OpenGL rendering loop
Even better, don't query for these things. Specify them as a fixed part of the interface between the host application and the shader, and use layout(location=X) to ensure that the attributes are bound to the same location as the host code will use.