25,947 reputation
33378
bio website seanmiddleditch.com
location Redmond, WA
age 31
visits member for 3 years, 6 months
seen 1 min ago

I've been programming in C/C++ and an assortment of other languages for over 20 years; professionally for over a decade and a half. Game engine design and architecture is my biggest passion in CS.


2h
comment SOIL integration - ntdll.dll
The reason this looks unrelated to game dev specifically is the Access violation writing location 0x00000014. This is probably a mistake with how you're using SOIL, not a problem in SOIL or ntdll.dll. Time to pull out your debugger.
2h
comment What does the red house mean when your editing a village on Clash of Clans?
This question appears to be off-topic because it is not about the techniques and processes of creating games.
Dec
18
comment Stroring components in arrays (entity component system)
@EliasDaler: the articles linked explain the use of a hash table like unordered_map, only they use their own. The concepts are the same.
Dec
16
comment Sending Client Input to Server (which way?)
As a note, you don't have to send the absolute time. Both sides of the connection should be continuously measuring the current RTT of the connection. The outgoing packet can record the delta between when a message was generated and when the packet was actually sent. You can determine when a message was generated in the recipient's time by taking the ReceivedTime - RTT/2 - SendTimeDelta. There's no need to record time of packet sent, only when the message in the packet was generated, and only if there's considerable delay between the two (otherwise SendTimeDelta approaches 0).
Dec
16
comment box2d rendering performance degrading extremely even with sleeping bodies?
@Matthias: it's pretty trivial. With Edge and Chain shapes the concave thing isn't relevant (really, please read the docs) and you can regenerate the shapes for chunks of terrain that are changed as even a naive approach to an edge generation algorithm is still pretty cheap for any reasonable chunk size.
Dec
16
comment How to render alpha channeled animated 2D sprites in OpenGL ES 2.0
@mathacka: That post has an answer, this one doesn't. Marking a question as a duplicate isn't a judgment on you. It's just bookkeeping. Don't take it personally.
Dec
16
answered box2d rendering performance degrading extremely even with sleeping bodies?
Dec
16
comment How to get a component from an Entity?
@MarkoKitonjics: haha, be careful with those blanket statements. It's fast enough for some AAA games. Different games have wildly different engines and use cases. For your game, measure and see. If you aren't intimately familiar with a profiler or two then it's time to stop coding and start learning more of the tools in your programmer toolbox. Your character movement question should have been investigated with debugging tools and then the hypothesis about dynamic_cast checked with a profiler. Those tools are about as important as your compiler. :)
Dec
16
comment Are modular asset loading systems efficient?
I'm trying to help and not just be obnoxious, really. :) You need to be more descriptive of the whole idea. I still have no idea what a "modular asset loading system" is to you. Link to an example from another engine, or describe your system in detail, or post a diagram of the idea, etc. Though I think you might still run into problems here with asking for a list of pros and cons as those don't fit into the "one best answer" format of StackExchange. The gamedev.net forums are a better fit for open-ended questions (but your question still needs to be way more detailed).
Dec
15
answered How should I organize my Unity scene graph?
Dec
15
comment Any OpenGL tutorials?
Questions asking for links (especially easily Googled links) aren't considered a good fit for GDSE. If you have a specific question about OpenGL that might work better.
Dec
15
comment Is there an alternative to VBOs or deprecated functions to draw many small quads?
Since I'm not sure if the OP realizes you can do this: you want to batch together all your quads into a small number of vertex buffers and draw many quads all at the same time. You need a pass over your GUI that batches together anything that can be and then schedules the minimal number of state changes, VBO updates, and draw calls needed to draw the UI.
Dec
15
reviewed Close How to render alpha channeled animated 2D sprites in OpenGL ES 2.0
Dec
15
reviewed Close Throwing a bomb LibGDX Box2D
Dec
15
comment Are modular asset loading systems efficient?
neither of those words clarify the context of your question at all. What is your idea of what the words "data loading system" mean? You've made up a term that has no clear definition so it's up to you to take the time and effort to define it for us so we can answer your actual question.
Dec
14
comment Are modular asset loading systems efficient?
I have absolutely no idea what you're asking. What do you mean by "data loading system" and "modular" in this context? Examples? What problem are you trying to solve?
Dec
14
answered Stroring components in arrays (entity component system)
Dec
14
answered How to get a component from an Entity?
Dec
14
comment Linux, scrippting language for developing simple games with 3D graphics
These sorts of "what do I use" questions aren't considered good questions for GDSE. You might try gamedev.net, but mostly you're just asking for a flame war. :)
Dec
12
comment Render system should know entity manager?
@Dominik2000: sure, why not?