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bio website scott-franks.com
location Richmond, VA
age 24
visits member for 3 years, 4 months
seen 5 hours ago

Oct
9
comment ConcurrentDictionary as a main container for game objects?
You are constantly creating and destroying things. This creates garbage. The Garbage Collector (GC) spends time freeing this space. Creating and destroying things more quickly typically doesn't help performance compared improving your memory management so that the GC called less. You might want to look into pools or something similar.
Oct
9
comment ConcurrentDictionary as a main container for game objects?
From the times I've had to really optimize code if performance is enough of an issue that having optimally concurrent insertions and removals into a collection is impactful the number of GC calls is going to be a massive issue unless you have a huge memory allowance.
Oct
9
answered nodejs game server timer
Oct
8
reviewed Reject suggested edit on How to preserve topology for penetration correction?
Oct
8
comment Perspective camera for 2D
Obvious solution being why not compute the scale value from the z-position? Don't pick your camera based on how you want to do scaling. Pick it based on the visual you want to achieve.
Oct
6
reviewed Approve suggested edit on How do we detect keypresses in a sequence?
Oct
6
reviewed Reject suggested edit on Atmospheric scattering and sky geometry
Oct
6
reviewed Reject suggested edit on Should I use textures that are the size of the object?
Oct
6
reviewed Approve suggested edit on Combination Keypad in Unity
Oct
6
reviewed Reject suggested edit on Sending POST data with WWW in Unity C#
Oct
6
reviewed Approve suggested edit on Unreal Engine 4: Do I absolutely need the source code?
Oct
6
reviewed Approve suggested edit on Where does my .sav file default to in XNA 4.0 when using the StorageDevice class?
Oct
2
comment Is it Possible to create one equipment piece, and handle the manipulation programatically
Are you wanting something like Terraria or Starbound have? wscont2.apps.microsoft.com/winstore/1x/…
Oct
1
comment FPS drop after moved from Textures to TextureAtlas in LibGDX
Are you combining the textures into the atlas or are you simply having one texture per one atlas?
Oct
1
comment How can I avoid having many singletons in my game architecture?
Answers are not for addressing the comments they are for directly answering the question.
Sep
30
awarded  Explainer
Sep
30
comment How can I avoid having many singletons in my game architecture?
This doesn't really help the issue. It's essentially lots of singletons merged into one giant singleton. None of the underlying structural issues are fixed or even addressed, the code still stinks its just prettier now.
Sep
30
reviewed Reject suggested edit on Mesa: Howto enable OpenGL 3.x functionality via extensions?
Sep
29
reviewed Leave Open Converting time of day into a smooth day/night variable?
Sep
29
reviewed Close Is there an FBX file/model viewer for Mac OS X?