14,861 reputation
13468
bio website vectorstorm.org
location Melbourne, Australia
age
visits member for 3 years, 4 months
seen yesterday

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


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
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
21
comment How do I ensure my skybox is always in the background, with OpenGL?
glDepthRange() remaps depth values, for the purpose of interacting with the z-buffer. Setting glDepthRange(1,1); makes every fragment, regardless of how close or far it actually is from the camera, be treated as if it was exactly at the far plane. Remember to return it to its default glDepthRange(0,1) setting before drawing other objects. Further details in this StackOverflow question
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
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. :)
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
21
comment Retrieving snapshots of game statistics
...put them in a struct, and then store that struct somewhere until you want to read the data that you put in it before? What exactly is the problem, here?
Aug
16
comment How to export all animation to Milkshape 3D using WOW Model Viewer?
This question appears to be off-topic because it is not about developing a game.
Aug
16
comment Warp GameObject Size When Entering/Leaving Area
What have you tried so far?
Aug
14
comment How many normals are needed to have a smooth surface?
You've shown us a fragment of code for drawing six vertices, each of which have a texture coordinate and three of which have normals. What primitive type are you drawing? What is your screenshot showing? Is that a screenshot of a single quad, or a pair of triangles, or a lot of triangles? Or something else? Are the colors we see in the screenshot coming from the texture? And why are you only putting normals on three of your six vertices? Give us at least a little help in terms of what you're doing, or we can't have any real idea of what's going wrong.
Aug
12
comment Water silhouette shader using GLSL
This sort of rendering issue is exactly what stencil buffers are for.
Jul
26
comment What is the point in using API such as Open GL or DirectX when there are game engines?
Also of When to roll your own game engine?
Jul
26
comment What is the point in using API such as Open GL or DirectX when there are game engines?
Also of What are the advantages and disadvantages to using a game engine?
Jul
17
comment Map to Screen Coordinates for isometric style map with tile height of 71 and width of 110
Note that a tile width of 110 to a height of 71 is a ratio of 1.54929577464789:1. Not a particularly commonly selected ratio.
Jul
12
comment Import FBX with multiple meshes into UDK
possible duplicate of Importing FBX with multiple meshes in UDK
Jul
12
comment Is naming an app similar to another app legal?
This question appears to be off-topic because it is about legal advice, not about developing a game.