27,701 reputation
33884
bio website seanmiddleditch.com
location Redmond, WA
age 31
visits member for 4 years
seen 17 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.


May
26
comment System Logic of turn-based game in ECS design
Do you have an actual question?
May
22
awarded  Enlightened
May
11
revised 2D game world engine
removed unnecessary signature
May
1
awarded  Nice Answer
May
1
answered Should UI be part of the game-loop?
Apr
26
answered What's the best way to organize small textures in OpenGL?
Apr
10
comment Compressing language for Game use to save Packets
@AlvinCaseria: this problem is already solved and the solution is called UTF-8. Use it over the wire. Use it on disk. Use it in memory.
Apr
10
comment Compressing language for Game use to save Packets
Why are you using 32 bits for storing UNICODE instead of just using UTF-8?
Apr
7
reviewed Leave Open How to quickly create meshes that have cutouts of other meshes?
Apr
7
reviewed Close PHP battle script
Apr
2
comment Object-oriented Ability System?
possible duplicate of What's a way to implement a flexible buff/debuff system?
Mar
23
comment How are win conditions handled in a turn based game?
@MrJman006: that question is an entirely different topic. Almost every modern game engine has scripting, but the degree a game will rely on it varies wildly across products. Performance will vary just as much; there's a huge difference between an engine that sparingly uses statically-typed scripts that are precompiled into native code for final consumer builds and an engine that heavily relies on embedded stock Python using a horribly bloated multi-layered binding API (said binding APIs tend to be where most perf loss in scripting comes from, in my experience).
Mar
22
awarded  Enlightened
Mar
22
awarded  Nice Answer
Mar
22
answered How are win conditions handled in a turn based game?
Mar
4
comment What is Vulkan and how does it differ from OpenGL?
FYI, you'll be able to replace the speculation and guessing with (some) hard fact after Valve's presentation on Thursday and the moratorium on Khronos members revealing more details is (mostly) lifted.
Feb
20
awarded  Revival
Feb
19
answered OpenGL memory optimization and batching technique pitfalls
Feb
18
awarded  Guru
Feb
4
comment What is the advantage of OpenGL's direct state access mechanism?
@ratchetfreak: funnily enough, we're moving the other way now. The modern APIs/extensions are focused on increasing our draw calls per frame, mostly by removing all that state that has to be set/dispatched per draw call and making the draw calls little more than "insert draw command into command queue" against a big set of static state and bindless resources. Oooh, bindless, I forgot to even mention that part in my answer.