| bio | website | arcsynthesis.org/gltut |
|---|---|---|
| location | Los Angeles, CA | |
| age | 36 | |
| visits | member for | 1 year, 11 months |
| seen | 11 hours ago | |
| stats | profile views | 1,518 |
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
|
Apr 14 |
revised |
glDisableClientState in OpenGL added 12 characters in body |
|
Apr 14 |
comment |
Should I use a SQLite for this game? @NicolasGiacconi: Well if you've made up your mind already, why are you asking us? |
|
Apr 10 |
reviewed | Reject suggested edit on Game Development Degree vs Computer Science Degree |
|
Apr 9 |
comment |
Multiple Textures in Shader? @Danicco: That is a new question. So ask it with the "Ask a Question" button. But I can tell you right now that shaders don't have "dynamic allocation". Nor is that needed for lighting. Do some research on how lighting is typically handled before asking us. |
|
Apr 9 |
reviewed | Approve suggested edit on Time of Day Lighting / Day Cycle |
|
Apr 9 |
comment |
Overload C++ functions in lua The term you're looking for is "over*ride*", not overload. Overloading is about different functions with the same name but different parameters. Overriding is what virtual lets you do, calling derived-class members through base classes. |
|
Apr 9 |
answered | Multiple Textures in Shader? |
|
Apr 3 |
revised |
iPhone GLSL shader dynamic branching issue edited tags |
|
Apr 2 |
comment |
Proper way to maintain Vertex Buffer Objects Who decides what "reasonably" means? The OP doesn't explain what the specific conditions of the application are. Therefore, any solution that is fast could be reasonable. Also, if orphaning each frame is too much overhead, then orphaning at all is too much overhead. Smoothness and consistency of performance is vital for creating a consistent feel. I would consider it "unreasonable" to employ a solution that has a framerate hitch every few frames. Also, double buffering is memory-wise identical to orphaning, since the driver allocates new memory when you orphan a buffer. It's just implicit. |
|
Apr 2 |
comment |
Proper way to maintain Vertex Buffer Objects "the classic append/append/append/orphan pattern" That's not the only pattern you can use to efficiently transfer vertex data (such as orphaning every frame, regardless of how much data you use. Or explicit double-buffering). Also, there's no requirement that said pattern only works with glMapBufferRange. There's no reason why glBufferSubData usage in a similar pattern couldn't produce similar results, depending on how you render with the buffer. My point is that you're not limited to either that one pattern or just using client-side vertex arrays. |
|
Apr 2 |
awarded | Nice Answer |
|
Apr 2 |
comment |
HLSL Multitexturing with more than 4 textures It's not at all clear what exactly it is you're trying to do here. |
|
Apr 1 |
comment |
Proper opengl learning curve + tools What are "proper tools"? How do you define that? |
|
Apr 1 |
comment |
What alternatives to GLUT exist? "With newer GLUT versions you can have better control over your game loop (if that is important to you)." It's a game, so yes, that's important to you. Also, glutMainLoopEvent is hardly a good way to go about managing the main loop. It still uses an event-driven model for feeding you data, rather than a polling model where you get the data you want when you want it. |
|
Apr 1 |
comment |
Proper way to maintain Vertex Buffer Objects "so you can't do this reasonably" Nonsense. People have been doing buffer streaming since before MapBufferRange's GL_INVALIDATE_BIT and so forth. You just have to do it a different way. |
|
Mar 31 |
comment |
How to handle different keyboard layouts? @tjameson: Did you read my answer? Let them redefine their key assignments. Then there won't be a problem. |
|
Mar 31 |
answered | How to handle different keyboard layouts? |
|
Mar 31 |
reviewed | Approve suggested edit on How to use facebook sdk on a cocos2dx-project |
|
Mar 30 |
comment |
Free glut game loop @SpencerKillen: Of course it didn't fully explain the glutMainLoop; It specifically said not to use GLUT. That's your answer: Stop using FreeGLUT and switch to something else if you're making a game |
|
Mar 29 |
reviewed | Reject suggested edit on Is Domain Driven Design good for games? |