15,006 reputation
13570
bio website vectorstorm.org
location Melbourne, Australia
age
visits member for 3 years, 6 months
seen 12 hours ago

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


Oct
7
comment How should IDs be assigned in an entity component system?
@PatrickHughes I agree; now, two years later, I have a better understanding of why guids work, and disagree with my quip that a large random number "is the same as a guid". Guids give you a lot more reliable uniqueness than a mere random number does. But at the same time, they use a lot of their space for uniqueness that we don't care about in this context (It's not useful that guids generated by my computer are different than those generated by your computer, for this scenario). Guids do tend to be more CPU-intensive to generate, but probably not enough so to matter.
Sep
30
awarded  Explainer
Sep
29
comment GLSL- How to change a certain color of a sprite, to another color passed into the shader?
Your answer is also in the question; use an 'if' statement. So what's the real question, seeing as you've already answered the question that's in the title, yourself?
Sep
29
comment GLSL- How to change a certain color of a sprite, to another color passed into the shader?
What is your actual question, here? Is this just "how do I write an 'if' statement?"
Sep
24
awarded  Good Answer
Sep
24
awarded  Autobiographer
Sep
7
reviewed Close How do I create a sound manager?
Sep
6
revised “Normal” Blend Mode with OpenGL Trouble
added 110 characters in body
Sep
6
revised “Normal” Blend Mode with OpenGL Trouble
added 434 characters in body
Sep
6
comment “Normal” Blend Mode with OpenGL Trouble
You're blending it at 50% against (0,0,0). Of course it's darker than when you blend it at 50% against (255,255,255).
Sep
6
comment “Normal” Blend Mode with OpenGL Trouble
All screenshots have been taken from Anders Riggelsen's online Visual glBlendFunc + glBlendEquation Tool. In future, that sort of thing would be useful to mention when asking for help.
Sep
6
answered “Normal” Blend Mode with OpenGL Trouble
Sep
6
comment What does glMultiDraw* do?
I've done some minor editing to try to make the question clearer and easier for others to find in a search. If you disagree with the edit, please revert it. :)
Sep
6
revised What does glMultiDraw* do?
General rewording to make the question clearer, particularly in the title text.
Aug
24
awarded  Nice Answer
Aug
23
comment C++ OpenGL trouble trapping cursor in window
Neither C++ nor OpenGL provide facilities to control the cursor. You are presumably using some other library to do so, and what library that is will matter to your question. (From the two functions you mention, I assume that it's the Windows API?)
Aug
23
comment How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?
Note that this "no pixels will be missed" system is only guaranteed to work for shared edges. If you have a T junction (for example, a wide rectangle over two squares), then you're not guaranteed complete coverage of the pixels along that edge between the rectangle and squares, since they don't share an edge.
Aug
23
revised What problem does double or triple buffering solve in modern games?
doube -> double
Aug
23
answered What problem does double or triple buffering solve in modern games?
Aug
23
revised What is the easiest and fastest way to display an SDL_Surface in a window with SDL2?
Grammar fixes.