15,812 reputation
13160
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:


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?