19,147 reputation
24479
bio website arcsynthesis.org/gltut
location Los Angeles, CA
age 37
visits member for 3 years, 5 months
seen Sep 5 '13 at 1:18

I am a game developer with a fairly broad knowledgebase in the fields of animation and graphics, with a touch of AI.

Projects:


Aug
10
reviewed Leave Closed Analysis of Mario game Physics
Aug
10
answered What advantages does bare OpenGL provide over frameworks/engines to small developers?
Aug
8
comment GLSL default shaders
@RobertRouhani: It's wrong because that's not what the array is for. It takes an array of strings so that you can effectively build a compiled shader from pieces that reference each other. And so that you can put together header prefixes for shaders, so that they can work with different versions by using #ifdef. It's not there so that you can send each line as a separate string. Yes, it works, but it's horrible coding style. It's like building a .cpp file by #includeing each line individually. Yes, it'll compile, but that's not how you use #include.
Aug
8
comment GLSL default shaders
@RobertRouhani: This has nothing to do with the "C Syntax". It's about the fact that you're building an array. It should be a single string, not an array of strings (or an array of one string). Yes, it does "compile, link, and operate properly and without error". But it's still the wrong way to use the fact that glShaderSource takes an array of strings.
Aug
7
comment GLSL default shaders
@Robert: -1: Please do not pass arrays of strings like this to OpenGL. glShaderSource does take arrays, but this is not how that functionality is meant to be used. Each string is not meant to be a separate line.
Aug
6
revised Procedural Dungeon Generation: Is there a simple algorithm to make sure all of these rooms get connected using minimal corridors?
added 6 characters in body
Aug
6
answered Procedural Dungeon Generation: Is there a simple algorithm to make sure all of these rooms get connected using minimal corridors?
Aug
6
comment Trouble figuring out some attack/defense formulas. What should I change?
@AlexandruLucianSusma: A game like what? You haven't said what your game is. Unless your game really is just a hunter that is confronted by generic "prey", that he may or may not be able to kill given some weapon. As for numbers, I personally prefer keeping numbers small. If a +1 bonus is not a significant bonus, then your numbers are probably too big. Then again, I also wouldn't bother with 50 levels, as that just tends to over-inflate everything.
Aug
6
answered Trouble figuring out some attack/defense formulas. What should I change?
Aug
6
comment Trouble figuring out some attack/defense formulas. What should I change?
"determines size of prey it can kill" What does that mean? Does this mean that there can be a hard cap on the creatures you can fight, such that you need to constantly increase this number before you can even do damage to them? If so... why do you want that?
Aug
6
comment Trouble figuring out some attack/defense formulas. What should I change?
"Can't allow users to figure out how the formula works" Um, why not? I've never understood this peculiar game design "need" to try to hide the system from players. Especially in RPG-like games that throw numbers at you, acting like you know what they mean without understanding how they are used.
Aug
6
comment Why do loot drops contain (mostly) useless items?
@NathanReed: So what you're saying is that it's half-assed game designers playing on psychological peculiarities rather than using good game design to make the game actually enjoyable.
Aug
5
revised Identifying Entity 'Types' in an Entity-Component System
added 1 characters in body
Aug
5
comment How to find monitor resolution with glfw3?
Have you considered debugging into the code and/or printing out all the available video modes? That way you can actually see what's available.
Aug
4
awarded  Nice Answer
Aug
3
comment How do collision meshes work in games like Zelda on the N64?
@JustinMeiners: Speculation is not what SE sites are for. This isn't a forum.
Aug
2
comment How do collision meshes work in games like Zelda on the N64?
This question appears to be off-topic because it is about how a particular game works, which we don't allow.
Aug
2
comment OpenGL tile rendering
@Felipe: If you're talking about vertex data, GLSL doesn't care. GLSL only sees the post-conversion data. The conversion is that specified by your vertex format. That has nothing to do with GLSL.
Aug
2
reviewed Close How can I create and animate 2D skeletons for HTML5 Javascript games?
Aug
1
comment OpenGL tile rendering
@Felipe: I don't know why I even bother looking at the man pages sometimes. They're just dangerously inaccurate.