| bio | website | arcsynthesis.org/gltut |
|---|---|---|
| location | Los Angeles, CA | |
| age | 36 | |
| visits | member for | 1 year, 11 months |
| seen | 2 mins ago | |
| stats | profile views | 1,524 |
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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Mar 29 |
comment |
Component based game engine and dependencies - singletons @Zygmuntix: The fact that a project uses an anti-pattern does not mean that it isn't still an anti-pattern. Existing codebased do not necessarily use good coding practice. |
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Mar 29 |
revised |
How to change/modify or animate an existing OpenGL object on Android? edited tags |
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Mar 29 |
revised |
transformations of matrices edited tags |
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Mar 27 |
revised |
How do I get smooth edges with OpenGL on Android? edited tags |
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Mar 26 |
comment |
Generic Class Name for RTS @Graham: BTW, I hope your "learning exercise" teaches you the folly of using inheritance for this. In many RTS games, different types of units have different properties. Terran buildings in StarCraft can fly. In SC2, Spine/Spore Crawlers can uproot and move. Vehicles can transform into infantry. And so on. Hard, static inheritance can't handle this. |
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Mar 26 |
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Generic Class Name for RTS @Philipp: Which is why many programming languages have namespaces. You shouldn't have to use an inappropriate name just because it's a short word. |
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Mar 26 |
revised |
Enhancing ambient occlusion via vert colors on vertex lit scene edited tags; edited title |
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Mar 26 |
reviewed | Approve suggested edit on Collision detection when pathfinding with pathnodes, UDK |
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Mar 26 |
reviewed | Approve suggested edit on Enhancing ambient occlusion via vert colors on vertex lit scene |
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Mar 24 |
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Interleaved formats for meshes confusion -1: I want to see proof of this. This is a common belief, but I've never seen hard profiling data one way or the other. The pre-T&L cache should smooth out any multi-array accesses (more or less), so I don't really see how putting your arrays in multiple buffers would be a problem performance-wise. I'm not saying that you're wrong; it's just that, if we're going to answer this question, I would like to see evidence for it. |
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Mar 24 |
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What are some good learning resources for OpenGL? @sarahm: GL 3.3 is not "outdated". |
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Mar 23 |
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Scrambling word into least recognizable form @user26471: The point of my question was to help you realize that there is no such thing as a "most difficult to guess". Such a thing is purely subjective; what's harder for one person is easier for another, and vice versa. Without any kind of objectively determinable criteria, your question cannot be answered. |
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Mar 23 |
reviewed | Approve suggested edit on Is this the best way to do sprite sheet animation? |
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Mar 23 |
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Scrambling word into least recognizable form "least recognizable form" How do you define that? Recognizable to whom? |
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Mar 23 |
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How do I implement my old OpenGL-based gfx_render_triangle_list using DX11? What does "implement target textures" mean? Also, wouldn't it make sense to ask us about those mysterious problems you were having that you couldn't isolate before abandoning your codebase and trying to use a completely different API? |
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Mar 22 |
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Directional light and matrix issues Did you not read the part where it talks about the need to transform the light from world-space into camera-space? |
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Mar 22 |
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Texturing using PBO in OpenTK (OpenGL) @sanazdadkhah: What "in document"? |
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Mar 22 |
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How can i fix my code so that it is a fully functioning text game? @codegeek511: Have you considered using a programming language designed for text games? Really, C is about the worst language you could choose for making a text adventure in. |
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Mar 22 |
comment |
How to create high quality and fast portal effect? Did you bother to listen to the director's commentary for Portal and Portal 2? |
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Mar 22 |
answered | Texturing using PBO in OpenTK (OpenGL) |