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age 52
visits member for 3 years, 5 months
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Currently working with QML/Qt and building seatback IFE for airlines. Turns out to be quite fun and since each project is a custom mix of hardware setup and client-driven features it also turns out to be always interesting.

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


Nov
24
comment Can diffuse and specular component of Phong model shine thru object?
If this is how your bug is happening then you need to turn on Z comparisons and all that. opengl.org/wiki/Depth_Buffer
Oct
26
comment Required number of images for octagonal tiles
You know that octagons don't tile without adding little squares, or are you planning on leaving the gaps open? historichouseparts.com/pdshop/images/FXLMOWWT.jpg
Oct
25
comment OOP design, keeping track of entities
Entity component systems are a solution to an OOP design problem you won't experience until you've hacked away at traditional OOP designs for a while. Keeping in mind that you can use OOP to build ECS and that they are not mutually exclusive I'd recommend getting your head around OOP first.
Oct
20
comment Is requirements analysis useful in game development?
Any applied tool/technique that will help you avoid Analysis Paralysis will be useful.
Oct
20
comment Avoiding singletons for puzzle system
If you have a specific environment like Unity and/or language like C# to script you really should phrase your question and add tags to mention that. You'll get way better, Unity specific answers than with a generic software design question.
Oct
19
answered Avoiding singletons for puzzle system
Oct
7
comment How should IDs be assigned in an entity component system?
Random? Unless you want random heisenbugs to happen with entities later, randomly. Stick with dependable, guaranteed generators just to be sure. The advice at the end, priceless!
Oct
6
comment How do reflections work for large flat surfaces?
In at least one title I've seen there was actually a super low LOD version of the geometry that could be seen in water puddles and whatever that was built upside down and the reflective surface was just an empty hole. No second rendering pass. It's definitely a dated technique, doubt if it's useful at all nowadays.
Oct
4
comment Surface creation algorithm using points cloud
What is the source and density of this point cloud? What minimum hardware do you want to target? Is this just visual or will objects in 3d/2d space interact with the volume? Can't discuss "real time" without constraints =) Some fluid surface simulations dispense entirely with building points and just go straight from integrating the math underneath to building the mesh for display, for example.
Sep
27
comment Getting neighbors of hex tiles in 3D space
One of the best lessons I learned a job or two ago was to keep a little separation between the data model (hex grid math) and visual representation, and to ease going back and forth with a mapping layer. While it seems like a big waste of resources, being organized like that solves many problems like the one you're experiencing.
Sep
24
awarded  Autobiographer
Sep
24
awarded  Enlightened
Sep
24
awarded  Nice Answer
Sep
17
comment What kind of gaming experiences does hiding game play stats and formulas cultivate?
Nice discussion topic, but is there an actual question here that you're trying to answer?
Sep
1
comment How to achieve partial pathfinding?
The problem is that unless you exhaust A* you do not know that your end point is unreachable. If you make compromises with limiting how A* works you will end up spending way more time fixing cases when "why did that path just fail?" happens.
Aug
18
comment How to limit players to low-level content before they advance, if they can't die
I really like that run-away mechanic =)
Aug
3
comment How can I use the graphics pipeline to render volumetric data based on a density function?
It sounds like you just want to build an isosurface, which is a well studied problem. Have you seen http.developer.nvidia.com/GPUGems3/gpugems3_ch07.html or searched on Metaballs, point cloud visualization, isosurface extraction, or volume rendering? Also, what kind of performance do you require, that will make a huge difference on the choice of technique you search for when combined with the complexity of your calculations. I think that you'll also find that per-pixel will cause shimmering when the camera moves, and sub-pixel will be required.
Aug
3
comment How can I use the graphics pipeline to render volumetric data based on a density function?
I doubt that you would want to try running a parser and/or language on arbitrary function strings on GPU, that would be awkward since GPUs are not really general purpose. Most likely you would want to create the shader itself dynamically in your main code, then let the graphics system compile and run the resulting shader.
Jul
27
comment Entity Component Architecture - initialization between multiple components
I have to agree with this here. ECS is a solution to some kinds of OOP problems that game programmers were experiencing; this is more of a world definition problem, still data driven but your ECS just collapses into the one system handled by Sean's explanation above and so it's not needed.
Jul
14
comment C++ timer function acts as if time limit is instantly reached if it is less than 1 second
A great reason to work with warnings turned up high, and to actually read the compiler output, both of which should have given a warning about truncating a float or some such.