12,966 reputation
12858
bio website vectorstorm.org
location Melbourne, Australia
age
visits member for 2 years, 10 months
seen yesterday

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


Jan
7
reviewed Reviewed How do I make time?
Jan
7
answered Floating point precision issue with Box2D
Jan
7
revised Floating point precision issue with Box2D
edited title
Jan
5
revised How can I add a bullet every time the player clicks?
Made code indenting style consistent, for ease of reading.
Jan
4
revised How to prevent the “Too awesome to use” syndrome
Grammar, simplified middle paragraph.
Jan
3
reviewed Close What causes still objects have lines in them when lighting is being changed?
Jan
3
reviewed No Action Needed Why would Rigidbody.AddForce not resulting in movement of my objects?
Jan
2
reviewed Leave Open Implement an upper FPS limit in the gameloop
Jan
2
reviewed Close Access violation when playing mp3 using DirectShow
Jan
2
reviewed Reject suggested edit on Bezier Curves for visual programming node connectors
Jan
2
reviewed Reject suggested edit on Bezier Curves for visual programming node connectors
Jan
1
awarded  Revival
Jan
1
revised Automatically triggering standard spaceship controls to stop its motion
Make the code highlight using C syntax. It's not legal C code, but it's similar enough that the highlighter does a reasonable job.
Dec
31
comment Shader which supports vertex colors and pixel lights?
What is your question? (we can probably guess what you mean, but it's always best if you state your question explicitly somewhere in the text)
Dec
29
revised Do I need multiple perlin noise generators for different features in terrain generation?
Adjusted the bolded question to match the question in the title.
Dec
28
revised DirectX error with older XP systems
Formatted the list of error results as a list, to make it more readable (multiple SHOUTY_CASE values are tricky to visually parse, inline)
Dec
27
comment Controls: Rolling on a ceiling
Worth noting that what you're talking about here is switching the control implementation entirely to the "tilting right moves the character right on the screen" mental model, with a control lock put in place when the control scheme switches. I've never tried using a control lock for tilt controls; not sure whether it's as intuitive as it is for joysticks/joypads/buttons (it fails pretty spectacularly for spinners, for example), but it'd be interesting to try it and find out.
Dec
27
comment Why nearby triangles tend to disappear?
I don't think this is it; that camera looks to be facing straight forward, and those walls are vertical, which means that anything being clipped by crossing the near clipping plane should make a vertical line on the screen, not these shallow angles. The images shown really do look like a triangle being culled erroneously.
Dec
27
comment Why nearby triangles tend to disappear?
Ah, much much clearer now, @Calmarius, thanks!
Dec
26
comment Why nearby triangles tend to disappear?
I understood that. But which square are you referring to? I can't tell which bit of the second image I'm supposed to be looking at, and which vertices in the second image correspond to which vertices in the first. It just looks like the rightmost blue wall is clipping through the near clip plane, maybe? Or are you talking about the rightmost white wall? Or what?