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age 51
visits member for 2 years, 10 months
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Now looking at starting Vexing Solutions (aka: vexingsolutions.com) to do game/serious simulations and EMT/EMS apps for mobile. And maybe finish my degree while I'm at it.

Done building and updating tools for a new game engine. Lots of UX and all that jazz.

I am also EMT certified. Not currently active but will be looking for weekend volley or PRN opportunities later this year.

I'm a long time self taught game programmer having worked on many shipped titles, a number of published titles on various platforms and one cross-platform MMO so far.

-Patrick


Apr
13
comment Do I really need to clear the renderer every iteration?
As mentioned, hardware is extremely optimized to clear buffers and if you're using a depth buffer at all it's a step you already have to take to at least that extent.
Apr
2
comment Why don't all games permit changing the field of view?
Do you have any source references for this "pretty large number of players," and preferably more than one?
Mar
19
comment How do I handle game objects with two depths?
Using layers like #3 is how many, if not most old consoles' side scrolling trickery worked.
Mar
19
reviewed Approve suggested edit on Android AndEngine creating a body behind the sprite exactly
Mar
18
comment Infinite terrain techiniques
I'd stay away from the GPU solution, you will never be able to run physics on data that doesn't exist outside the video card, etc.
Mar
15
reviewed Approve suggested edit on Background color gradient with SDL
Mar
10
comment RenderTexture is not cleared after it was released
+1 Documentation.
Mar
10
answered in an ECS framework why are components indexed via their name rather than an Enum?
Feb
7
comment Game Structure in depth
Necessity is the mother of invention.
Jan
4
comment When to read/write to database with a game server
The basic rule for periodic saving of transient data like positions is "how many pissed players do I want to deal with when they lose N number of minutes of gameplay?" The basic rule for permanent data like items gained or big choices made is the same except replace minutes with seconds =) Many recent games seem to fall on the 5 minute mark, from personal experience with crash roll-backs and reloading to play again.
Jan
3
awarded  Enlightened
Jan
3
awarded  Nice Answer
Jan
3
comment Implementing Dead Reckoning in a Winsock server
The Obligatory Gaffer Reference: gafferongames.com/networking-for-game-programmers/… should get you started. After that discussions evolve into wibbly wobbly timey wimey stuff which is usually genre specific.
Jan
3
comment How to store and parse story actions in XML
The most common way is to have the XML reference some script entry point in your main program and pass it parameters to run. Yes, it means that you need something in your program that can turn a bunch of text strings into a function call(s) with parameters. The second most common way is what HTML pages do with JavaScript, include a block labeled as script that your main program can interpret (this is more elaborate, obviously). This is all because XML is a "data description" language and not a a "logic description" language.
Jan
3
reviewed Approve suggested edit on How can I “stick” objects to tables in Skyrim and still allow those objects to be player-interactable?
Jan
2
reviewed Reject suggested edit on Bezier Curves for visual programming node connectors
Jan
2
comment What's wrong with using a static class to load and expose all of my assets?
PS: this is really a general programming problem and you can search for answers in that stack too, for inspiration.
Jan
2
comment Perlin Noise Help
Yes, what he said! First, Perlin is not white noise. Perlin is a gradient noise and returns a very smooth data field, it's actually very boring. What the above pseudocode does is take that boring base noise at one sampling point and then offset that value for a number of octaves as a count and each time reduce the offset so each new sample modifies but does not overpower the base sample. Your first picture shows a very smooth field that's been perturbed. You cannot get this effect by simply adding piles of white noises on top of each other.
Jan
2
comment What's wrong with using a static class to load and expose all of my assets?
Additional note, debugging statics and startup sequences can be very annoying and especially when one static class depends on another for services. You'll find at some point soon that you end up having to micromanage all the statics' lifespans anyways, thus reducing the quick and easy part of the whole idea.
Dec
31
comment How to store and parse story actions in XML
You can't get around needing a bridge in your running program that will parse the static XML elements and decide what code to run. XML is just a way to organize data, just like flat files or a SQL database, you can't really script with it directly.