26,430 reputation
33581
bio website seanmiddleditch.com
location Redmond, WA
age 31
visits member for 3 years, 8 months
seen 40 mins 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.


3h
revised How do I let a game support different rule sets?
the actual question is not specific to MUDs
3h
awarded  Good Answer
13h
awarded  Nice Answer
21h
answered Why do tutorials use different approaches to OpenGL rendering?
22h
answered Designing a multi-level game
22h
comment Alternative to a timer in a separate thread in a turn-based game
It sounds like you've written a game loop that is blocked by user input? You should keep running all your graphics and timers and all that in real time even if your game logic is turn based.
Jan
22
answered Creating an in-game time system only works with real time
Jan
22
comment OpenGL not rendering to correct target
Check GL_MAX_COLOR_ATTACHMENTS (via glGetIntegerv). Lots of hardware only supports a maximum of four simultaneous render targets.
Jan
21
reviewed Close Incorrect Texcoords for Bitmap Font?
Jan
21
reviewed Leave Closed *.3ds format support
Jan
21
comment *.3ds format support
StackExchange comments are not for extended discussion. You might try the site's chat or gamedev.net, or just posting new stand-alone questions.
Jan
21
comment Instancing effectiviness
It's not entirely clear, but are you implying that you wouldn't still keep all your meshes in immutable buffers even with instancing? Because you should. The instancing dynamic buffers complement the immutable ones, not replace them. There's several ways to update dynamic buffers, and the obvious way is not the way you should do it (you want to stream updates to a dynamic buffer acting roughly as a circular queue).
Jan
21
comment *.3ds format support
SDL2 tells you that a user pressed a key or moved the mouse; how you interpret that to move a character is not within SDL2's domain. Likewise, OpenGL basically just tells the hardware to draw triangles (and has no idea what those triangles are or what a model is or what an animation is) while a graphics engine tells OpenGL which triangles to draw (e.g. after loading up a model and playing an animation). Which game engine to use is a matter of opinion; I'd recommend Unity3D for a beginner. Most complete game engines will include all the libraries you need; Unity certainly does.
Jan
21
comment *.3ds format support
This is a far, far bigger question than just how to control a character. I'd argue that these are at least three different (complicated) questions. You perhaps don't quite grok what OpenGL is (it's a hardware abstraction library for 3D hardware, nothing more; it knows absolutely nothing about models nor is there any specific model format for OpenGL) or what SDL2 is (it's a hardware abstraction library for almost everything except 3D hardware, nothing more; it knows nothing about character movement, animation, or control). Irrlicht, which you tagged, does do these things, though.
Jan
21
answered How do I “reset” the color in OpenGl ES 1.0/1.1?
Jan
18
comment What are .fxo and .cod files for?
@AndrewWilson: there's a bunch of tools for it. Visual Studio's graphics debugger is my usual go to, but the individual hardware vendors also have their own tool suites for debugging shaders running on their hardware.
Jan
18
answered What are .fxo and .cod files for?
Jan
18
revised What are .fxo and .cod files for?
edited title
Jan
18
comment What are .fxo and .cod files for?
@AndrewWilson: ah, sorry, that's totally clear on second reading.
Jan
18
comment What are .fxo and .cod files for?
@AndrewWilson: whose HLSL? From where? How is anybody supposed to know what some arbitrary file named "Basic.fx" does?