| bio | website | arcsynthesis.org/gltut |
|---|---|---|
| location | Los Angeles, CA | |
| age | 36 | |
| visits | member for | 1 year, 11 months |
| seen | 35 mins ago | |
| stats | profile views | 1,520 |
I am a game developer with a fairly broad knowledgebase in the fields of animation and graphics, with a touch of AI.
Projects:
- A series of tutorials/eBook on graphics programming
- The Unofficial OpenGL Software Development Kit
- The OpenGL Loader Generator, a much better alternative to GLEW
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13h |
comment |
Get world-position in Vertex shader There is no such thing as "glTransform". And if you meant glTranslate, that doesn't work with GLSL (unless you're using legacy stuff). So what are you talking about? |
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1d |
comment |
What are the available libraries for C? "in a very oldschool and "john-carmackian way" just because I love C and I'm philosophically against OOP." And yet, John Carmack programmed in OOP. In C. Just look at the Id Tech engines; there are objects, and functions which operate on those objects. Just because there is no explicit support for OOP in the C language doesn't mean you can't use OOP with C. And indeed, most C libraries are object oriented to some degree. |
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2d |
awarded | Popular Question |
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May 20 |
answered | Using a programmable pipeline in a game engine |
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May 19 |
reviewed | Reject suggested edit on Drawing a texture at the end of a trace (crosshair?) UDK |
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May 19 |
revised |
Get the address of a matrix in GLM library deleted 31 characters in body; edited title |
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May 18 |
revised |
OpenGL ES 2.0: 2D game rendering, no performance gain with glDraw call batching edited title |
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May 17 |
comment |
What is a Fragment Pipe? There's no such thing as a "fragment pipe". That's a nonsense term someone made up. It probably references real hardware, but it's not clear what exactly that real hardware is. |
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May 17 |
answered | How to break the feeling of busywork in a game |
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May 17 |
comment |
How to break the feeling of busywork in a game Best first-post ever. |
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May 17 |
comment |
How to prevent the “Too awesome to use” syndrome "this is why there was a big backlash against Quick Time Events (QTEs)." No. The backlash against QTEs are because they're terrible, Dragon's Lair gameplay, where the only way to get better is through rout memorization. |
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May 17 |
reviewed | Reject suggested edit on What is a Fragment Pipe? |
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May 17 |
reviewed | Reject suggested edit on Get position of tile in tileset |
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May 17 |
reviewed | Approve suggested edit on Draw real time fog of war in 2d game |
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May 17 |
reviewed | Reject suggested edit on How do I implement fog of war in a tile-based game? |
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May 16 |
comment |
How to prevent the “Too awesome to use” syndrome @Andrey: I've died enough times from random stuff in FTL to know that's not true at all. Permadeath is hardly a guarantee of someone using rare items in desperate situations, if for no other reason than that a situation may not seem desperate until it's too late. And the fact that, because it's rare, you may not even remember you have it until it's too late. That's why forming that habit is important. |
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May 16 |
comment |
Correct way to calculate Perspective Matrix What makes you think that those are any different mathematically? |
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May 16 |
reviewed | Approve suggested edit on In general terms, how does a peer-to-peer game model work? |
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May 16 |
comment |
How to prevent the “Too awesome to use” syndrome @daviewales: The whole point of making it rechargeable is to encourage it's use. And the point of giving it finite charges is to ensure that the user can't use it too often in a given dungeon. It's like a tactical nuke: you use it on stuff that's clearly big enough to be worth using it on. Making it require substantial effort to get simply means that players will use conventional weapons. They won't get into the habit of using this thing, and they won't endure some pointless sidequest just to get a charge for it. |
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May 16 |
comment |
How to prevent the “Too awesome to use” syndrome @daviewales: "If you make a super-powered weapon that is rechargeable, but insanely difficult to recharge, then you almost have a one use only weapon, but people will still use it." How is that functionally different from a rare, one-shot item? Both this and a rare, one-shot have limited uses. In both cases, the user knows that the chance to get another one will only happen rarely if ever. And therefore, they're going to wait to use it until they need to. Which will be never because they'll find a way to deal with threats with conventional weapons. |