24,328 reputation
23272
bio website seanmiddleditch.com
location Redmond, WA
age 31
visits member for 3 years, 3 months
seen 22 hours 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.


22h
answered Export session variables easily and permanently in php
Aug
23
answered What to do with input during movement?
Aug
18
awarded  Nice Answer
Aug
18
comment How are entity systems cache-efficient?
@NathanReed: ECS is documented in places like entity-systems.wikidot.com/es-terminology . Component-based design is just regular ol' aggregation-over-inheritance but with the focus on the dynamic composition useful for game design. You can write component-based engines that don't use Systems or Entities (in ECS terminology's meaning) and you can use components for far more in a game engine than just game-objects/entities, which is why I stress the difference.
Aug
18
awarded  c++
Aug
18
awarded  entity-system
Aug
17
revised How are entity systems cache-efficient?
added 312 characters in body
Aug
17
answered How are entity systems cache-efficient?
Aug
17
revised How are entity systems cache-efficient?
removed the leading from the question at the end
Aug
12
awarded  c#
Aug
10
comment How do I decompile Minecraft?
@Wardy: this could also be for modding, which is very common in the Minecraft verse. I don't think it's appropriate for GDSE, though.
Aug
10
awarded  Enlightened
Aug
10
awarded  Nice Answer
Aug
6
comment Correct method for choosing the user's video cards?
@Raptormeat: the drivers usually include "profiles" that they use to select the default device for the application for known games, which is one reason other games behave as expected but yours does not. There's also hacks like stackoverflow.com/questions/10535950/… but that only works for NVIDIA (and other GPU vendors do not have equivalents).
Aug
2
answered How can I use the graphics pipeline to render volumetric data based on a density function?
Jul
30
comment How to prevent a circular dependency between an entity and its state?
"some developers" aren't writing your game. Don't get caught up in academic arguments of design purity from people who aren't invested in producing the best version of your end product. There's generalized good design advice which you should follow when you can but don't get hung up on it. :)
Jul
30
comment How to prevent a circular dependency between an entity and its state?
I don't follow what the problem is. There is no reason conceptually that what you are saying you're doing wouldn't work. Post a (simplified) snippet of problematic code and the related errors.
Jul
28
comment Quaternion rotation, translation, scale or 4x3/4x4 matrices for Skeletons?
@Emd4600: it's "matrix decomposition." Here's one explanation of how to decompose a 3D afine transformation matrix into a translation vector, scale vector, and a 3x3 rotation matrix (which can be converted to a quaternion): gamedev.net/topic/441695-transform-matrix-decomposition
Jul
28
answered Switching a project written in Lua to a compiled language
Jul
28
answered Quaternion rotation, translation, scale or 4x3/4x4 matrices for Skeletons?