15,528 reputation
13571
bio website vectorstorm.org
location Melbourne, Australia
age
visits member for 3 years, 10 months
seen 5 hours ago

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


Dec
2
comment Organising levels / rooms in a MUD-style text based world
But since you asked about "pitfalls and weaknesses": The Inform implementation is 19 lines long. The TADS example is 40 lines long. The XML implementation requires 126 lines (and would be even longer if it was word-wrapped at 80 columns and contained whitespace for legibility, the way that the Inform and TADS implementations do).
Dec
2
revised Organising levels / rooms in a MUD-style text based world
Updated samples to be complete implementations of the example XML
Dec
2
revised Organising levels / rooms in a MUD-style text based world
Updated Inform sample to be a complete implementation of the example XML, which can trivially be pasted into Inform and run.
Dec
1
comment Organising levels / rooms in a MUD-style text based world
@DLeh The question was "I'd like to know if this method has any downfalls, and if there's a "better" or more standard way of doing it" This answer provides the better-and-more-standard-way-of-doing-it.
Dec
1
awarded  Enlightened
Dec
1
awarded  Nice Answer
Nov
12
awarded  Nice Answer
Oct
27
comment In OpenGL, what is “zero state” rendering?
@usm It wasn't dismissive pedantry. Using attribute-less rendering you can load a mesh from a shader file instead of loading it from a model file. If you're really dead set on only ever loading models from model files for some reason, then you can even generate the attribute-less shader source yourself in code, at runtime, based on the model file's data, without ever putting the model data into a VBO. I'm not saying this is necessarily always the best way to do things, just that it's something that you can do and definitely not worthy of immediate scorn.
Oct
27
comment In OpenGL, what is “zero state” rendering?
@usm Vertex data from disk is also "only predefined geometric shapes". Not sure what your point is.
Oct
26
comment In OpenGL, what is “zero state” rendering?
Could it have been "zero attribute"? Zero-attribute rendering (often called "attributeless rendering") does replace VBOs.
Oct
14
comment Fighting Game Camera Positioning in SDL
src.x = midpoint.x - (src.w / 2) ?
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