15,203 reputation
13571
bio website vectorstorm.org
location Melbourne, Australia
age
visits member for 3 years, 8 months
seen 5 hours ago

Mobygames Profile (not entirely accurate): http://www.mobygames.com/developer/sheet/view/developerId,80048/


7h
reviewed Close Splice Objects from one array and push it on Another one in JavaScript
7h
reviewed Close What are some ways of making a game engine centered around the idea of drawing vector lines and polygons only?
7h
reviewed Close How do I extract 3d data from the Maya c++ API correctly
1d
comment GLEW doesn't work
Obligatory link to The First Rule of Programming.
1d
reviewed Close Background Music in Puzzle Math Game
1d
comment Background Music in Puzzle Math Game
I'm voting to close this question as off-topic because "where free assets can be found" is explicitly off-topic for this site, as per the site help
1d
reviewed Close Translate a point on a circumference
1d
reviewed Close How do I let a game support different rule sets?
1d
reviewed Close Procedural generation of plausible genealogy tree with time query without history
1d
answered How to render apart blocks of a cone
Jan
16
revised Textures “don't work” when I don't specify any texture parameters. Is this a driver bug or intended behavior?
More edits for simplicity and ease-of-reading.
Jan
16
revised Textures “don't work” when I don't specify any texture parameters. Is this a driver bug or intended behavior?
Rearranged for easier readability.
Jan
16
answered Textures “don't work” when I don't specify any texture parameters. Is this a driver bug or intended behavior?
Jan
10
comment OpenGL - Arcball camera rotation
You can't implement arcball control that way. If you're using pitch and yaw accumulators (such as your 'pPitch' and 'pYaw' values), then you're not building an arcball; you're just using normal euler angles, like you'd see in a ground-based FPS shooter. You already have all the right pieces in your code; you just want to actually render using 'pViewMat' as your view matrix, instead of using 'pPitch' and 'pYaw' to build a new one.
Jan
9
comment OpenGL - Arcball camera rotation
There's not enough information here to actually tell us what problem you're having, but if I was a betting man, I'd bet that you have code not shown that's using those 'pPitch' and 'pYaw' values to set the view matrix, instead of actually using the 'pViewMat' matrix that you set up in Camera::update(). Since your pPitch and pYaw values are crazypants and not actually related to the camera position or target position in any way, that'd explain why the camera isn't pointing at the target.
Jan
9
comment OpenGL - Arcball camera rotation
...you're not doing anything with the 'pPitch' or 'pYaw' values. You put numbers into them and clamp them, but they don't actually influence anything in any of the code you show here.
Jan
5
reviewed Close How to Render an xml tile grid in java
Jan
5
reviewed Close The recommended road map to be a good graphics/game engine programmer
Jan
5
reviewed Close Reflect angle on pong clone
Jan
5
reviewed Close Multi Resolution graphic for ios 4 and ios 5