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:


Jul
27
comment Starting off C++ games development?
I didn't do it, but suggesting cplusplus.com is probably worth a downvote. There are many errors on that site.
Jul
27
comment What is the correct and most efficient approach of streaming vertex data?
There's ultimately no way to know, since OpenGL ES runs on an extremely wide variety of hardware.
Jul
27
revised What is the correct and most efficient approach of streaming vertex data?
edited tags
Jul
21
comment Why the clip space in OpenGL has 4 dimensions?
The question was why clip-space is as it is, not what clip-space means. That is, what's the point of the divide-by-W.
Jul
20
comment Does the gender of a game's protagonist affect sales?
@bobobobo: "So you had one sexist dude saying that stuff." Well since that "one sexist dude" is actually in charge of deciding what games get funded and what games don't, and the people who make comments are not in charge of that, he's a far more useful data point than random people on the Internet. You need to understand the difference between what we would like to be true, and what actually is true. Valve is Valve; they're privately owned and independently wealthy, so they don't have to fish for money. Not everyone can do that.
Jul
20
revised multi-threading for openGL in Android?
edited tags
Jul
20
revised Using two shaders instead of one with IF statements
edited tags
Jul
17
revised How to change dynamically vertices during call “draw” method?
edited tags
Jul
17
revised Do associative array data structures have a place in game development?
added 1 characters in body
Jul
17
awarded  Nice Answer
Jul
16
comment OpenGL FBO, render off screen and texture
@nkint: That's a new question. You were asking about the images in a framebuffer, not how to read data from a framebuffer. Also, feel free to look at any of the actual information in those links, like for example, the section on reading data from a framebuffer.
Jul
16
revised OpenGL FBO, render off screen and texture
added 110 characters in body
Jul
16
revised OpenGL: Is it possible to use VAO's without specifying a VBO
added 2 characters in body
Jul
16
reviewed Approve sprite animation in openGL
Jul
16
comment How many levels should I make?
@ashes999: "this is more a question about total gameplay length than about levels" And that's what makes it far too broad and open-ended. The appropriate number of levels for your game depends entirely on your gameplay.
Jul
16
answered OpenGL FBO, render off screen and texture
Jul
16
comment OpenGL FBO, render off screen and texture
If you don't understand the "lot of parameters" that textures have, what makes you think you're ready to understand Framebuffers? Or do you just want some code you can copy-and-paste into your application?
Jul
15
revised Matcap and BRDF Shading
added 7 characters in body
Jul
15
answered Matcap and BRDF Shading
Jul
15
revised Matcap and BRDF Shading
deleted 42 characters in body; edited tags