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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
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
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
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?
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)
Feb
17
comment How can I handle ball interaction with lanes in a pinball game?
Note that in pinball terminology, "those highway rails/tracks" are called "lanes". (and sometimes "inlanes", "outlanes", "loops", "ramps", or "habitrails", depending on specific characteristics of the lane)
Feb
14
comment Is 50KBs of bandwidth practical for players?
(Note that some folks will argue that a Kilobyte should be considered to be 1000 bytes, and that a Kilobit should be consiered to be 1000 bits (125 bytes), to match the standard metric usage of the 'Kilo' prefix. And that if one means 1024 bytes or bits, one should instead use "Kibibyte" or "Kibibit", which can be abbreviated as KiB and Kib, respectively. I am not one of those people, but it's worth mentioning.)
Feb
14
comment Is 50KBs of bandwidth practical for players?
Just to confirm: when you say KB, I assume you mean KiloBytes (1024 bytes)? As opposed to KiloBits, typically abbreviated as Kb (1024 bits, or 128 bytes). Just wanted to make sure, since it's easy to confuse those two units in this sort of conversation.
Jan
26
comment Background Music in Puzzle Math Game
I'm voting to close this question as off-topic because "where free assets can be found" is explicitly off-topic for this site, as per the site help
Jan
10
comment OpenGL - Arcball camera rotation
You can't implement arcball control that way. If you're using pitch and yaw accumulators (such as your 'pPitch' and 'pYaw' values), then you're not building an arcball; you're just using normal euler angles, like you'd see in a ground-based FPS shooter. You already have all the right pieces in your code; you just want to actually render using 'pViewMat' as your view matrix, instead of using 'pPitch' and 'pYaw' to build a new one.
Jan
9
comment OpenGL - Arcball camera rotation
There's not enough information here to actually tell us what problem you're having, but if I was a betting man, I'd bet that you have code not shown that's using those 'pPitch' and 'pYaw' values to set the view matrix, instead of actually using the 'pViewMat' matrix that you set up in Camera::update(). Since your pPitch and pYaw values are crazypants and not actually related to the camera position or target position in any way, that'd explain why the camera isn't pointing at the target.
Jan
9
comment OpenGL - Arcball camera rotation
...you're not doing anything with the 'pPitch' or 'pYaw' values. You put numbers into them and clamp them, but they don't actually influence anything in any of the code you show here.
Dec
24
comment What is the cause of this lighting artifact on my dynamic terrain mesh?
So the idea is, if (fabs(TR-BL) < fabs(TL-BR)) { Make BR-BL-TL and BR-TL-TR } else { Make BR-BL-TR and BL-TL-TR }. Any non-planar quad (such as virtually every quad in a heightmap-based terrain) will 'buckle' as it's turned into triangles for rendering, and that 'buckle' will happen along the new triangle edge that you add, so it's going to run diagonally through the quad, one way or the other. The theory is that you get far fewer buckling-related artifacts if you make sure to put that buckle in between the diagonal vertices which are the most similar to each other.