18,937 reputation
24479
bio website arcsynthesis.org/gltut
location Los Angeles, CA
age 37
visits member for 3 years, 4 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:


Sep
4
comment Skill vs. Luck, the ratio and its measurement
@mwjohnson: He said consistently on the green. Anyone can get it there once in a while. It takes skill to do so with any regularity.
Aug
31
comment Skill vs. Luck, the ratio and its measurement
@mwjohnson: "Much in the same way computer scientists have decomposed computational problems into P, NP, NP-Complete, NP-Hard, etc." Those are based on objective criteria which are inherent to the problems in question. They're also not numbers; they're discrete categories of problems. What you're looking for has nothing to do with that sort of categorization.
Aug
31
comment Skill vs. Luck, the ratio and its measurement
"is there a term to describe the level of variance in a game, in comparison to luck" The question presupposes an obligate condition that "luck" and "skill" exist in a linear combination, such that having some of one naturally detracts from the other. There is no reason to make such an assumption. Furthermore, it would be impossible to "compute" such things, as it requires that game design is somehow quantifiable. Which it is most assuredly not.
Aug
29
comment How can I support the creation and rendering of both interior and exterior environments?
This question appears to be off-topic because it is about what a specific game does.
Aug
29
comment What is the logic behind a 3D Projection 'Camera Perspective'?
"I tried to look online for a tutorial but its hard to exactly determine what is happening and its relevance to my scenario." Then stop trying to make it relevant to your scenario. Focus on understanding what it's trying to teach you. Once you understand, then you can apply that understanding to your scenario.
Aug
27
comment Large game project, local variables
"the class holding the position of the camera, the terrain data class, and a few other classes" There is absolutely no reason for those things to be global.
Aug
25
comment Is there a need to set the parameters again when updating a texture?
My main point is that we can find your question just fine without you putting it in bold face. We aren't invalids or mentally deficient; we know what a question mark means.
Aug
25
comment Is there a need to set the parameters again when updating a texture?
I'm sorry, your random use of boldface and code formatting is making it hard to understand what you're asking for.. Could you reformat this into a more legible form, where you, say, restrict your use of boldface to... say, maybe less than half of your words.
Aug
25
comment GLSL - Declaring global variables outside of the main function scope
@user1286792: That doesn't change the fact that GLSL does not have a main loop. It's not clear what you're talking about. What exactly are you thinking will be saved by doing this?
Aug
24
comment Why is it possible to encounter a texture coordinate greater than 1 or less than 0
@sepideh: Of course not. You specifically kept your texture coordinates on the range [0, 1]. What you don't understand is that you don't have to; you could have made them anything. Also, don't post a bunch of code in comments. If you want clarification, edit your question.
Aug
19
comment When to call GLBindTexture when using a spite-sheet?
@user22241: "the actual texture ID doesn't tie itself to that instance for some reason" For some reason? How would OpenGL know that you even have an "instance". All OpenGL sees is that you bound a texture and made some other OpenGL calls. It has no idea how that relates to some other construct you have in your application. OpenGL state like binding is global; it changes when you change it, just like the value of a global variable.
Aug
16
comment OpenGL draws draw buffers in wrong order
-1: @TravisG: if that worked for you, it only did so by accident. The OpenGL implementation is not required to make that work.
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
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
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
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.