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bio website vectorstorm.org
location Melbourne, Australia
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visits member for 3 years, 11 months
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Mobygames Profile (not entirely accurate): http://www.mobygames.com/developer/sheet/view/developerId,80048/


Apr
24
answered Problems Animating Texture in OpenGL
Apr
22
answered GL_SPOT_CUTOFF not working properly
Apr
22
comment When prototyping, how can I more easily explore game behaviour?
@JonasByström It's also worth noting that "buy a faster computer" is a completely legal solution to the "how do I get my iteration times down" question, too. And often it can be the cheapest solution, when compared against investing your time into implementing special testing rigs. Getting your iteration time down is an investment that you put a lot of time/money/effort into up-front, but which pays a lot of dividends down the road.
Apr
22
comment When prototyping, how can I more easily explore game behaviour?
@JonasByström When I need to create a new testing mode, it will typically take a few minutes to write the code which sets up the particular thing I want to test, and any dependencies it might have. Or alternately, I can often adapt an existing test mode in a few seconds (For example. I'll generally modify my existing UITest mode to load a different piece of UI, rather than create a new one). It doesn't really matter much how long it takes to set up, though; the point is that once it's set up, I can iterate at absurdly fast speeds, which keeps me productive during that iteration time.
Apr
22
comment When prototyping, how can I more easily explore game behaviour?
@JonasByström I divide my games up into "modes". It's basically just a big state machine. So I will typically have a "Title Screen" mode, an "In Game" mode, a "Credits Scroll" mode, etc. They're like embedded games inside the executable. My "testing" modes are things like "UITest", which will simply load and draw a piece of user interface, without loading any other game content. Or "RenderTest", which will load and draw some particular object, without loading anything else.
Apr
21
awarded  Nice Answer
Apr
21
answered When prototyping, how can I more easily explore game behaviour?
Apr
19
comment How to use TextureArray's Pre-OpenGL 4.2?
Ah, yes; I'd missed the core thrust of your question; I was focused too much on the line with the question mark on it. :)
Apr
18
answered How to use TextureArray's Pre-OpenGL 4.2?
Apr
16
comment How to approach animations and OpenGL
That's a lot of questions.
Apr
14
comment Hundreds or even thousands of “slow” running CPUs emulated on GPU?
What problem are you actually having, or is this just theorycrafting?
Apr
14
comment Why should i set glClearColor and setProjectionMatrix in render method many time in LibGDX?
RE: "is't it a performance loss?", have you actually measured a performance loss? Or is that just a theorycrafting question?
Apr
3
comment Efficient UI for RTS units
On what basis do you say that option 1 might use "too much" memory? How much memory would it use, and how much is "too much"? On what basis do you say that the second uses "no caching at all"; what would it not be caching, and why would it not be caching it, and why would not caching whatever it is that you're not caching be a problem?
Apr
3
revised SDL2: Unable to get center of screen when drawing more than one texture?
added 67 characters in body
Apr
3
answered SDL2: Unable to get center of screen when drawing more than one texture?
Mar
31
answered Button image on game menu is updating too slow
Mar
26
comment Minesweeper number placement
Submitting this question required more typing than it would have taken to implement both approaches and time them.
Mar
26
comment Why does glBindVertexArray sometimes fail (but mostly not)?
So this was nothing to do with garbage collection at all. The problem was that you had multiple OpenGL contexts in one process, and you weren't setting the OpenGL context to use, before telling OpenGL to destroy objects. This meant that sometimes you were unintentionally deleting objects out of the wrong context. Which unsurprisingly leads to errors when you subsequently tried to draw using those deleted objects.
Mar
26
comment Why does glBindVertexArray sometimes fail (but mostly not)?
Define "glBindVertexArray() fails". What does that actually mean? Is OpenGL reporting an error? What is the error message, if so?
Mar
26
comment What is the highest quality way to render warped text on Windows?
How large will this text be on screen? DirectWrite (and similar systems) will make a big difference in very small text, such as body text on a web page, but its benefits are less dramatic when it comes to larger text, such as titles (which is usually the only place where one would even consider warping, which is why I ask)