| bio | website | arcsynthesis.org/gltut |
|---|---|---|
| location | Los Angeles, CA | |
| age | 36 | |
| visits | member for | 1 year, 11 months |
| seen | 2 hours ago | |
| stats | profile views | 1,523 |
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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1d |
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Get world-position in Vertex shader There is no such thing as "glTransform". And if you meant glTranslate, that doesn't work with GLSL (unless you're using legacy stuff). So what are you talking about? |
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2d |
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What are the available libraries for C? "in a very oldschool and "john-carmackian way" just because I love C and I'm philosophically against OOP." And yet, John Carmack programmed in OOP. In C. Just look at the Id Tech engines; there are objects, and functions which operate on those objects. Just because there is no explicit support for OOP in the C language doesn't mean you can't use OOP with C. And indeed, most C libraries are object oriented to some degree. |
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May 17 |
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What is a Fragment Pipe? There's no such thing as a "fragment pipe". That's a nonsense term someone made up. It probably references real hardware, but it's not clear what exactly that real hardware is. |
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May 17 |
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How to break the feeling of busywork in a game Best first-post ever. |
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May 17 |
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How to prevent the “Too awesome to use” syndrome "this is why there was a big backlash against Quick Time Events (QTEs)." No. The backlash against QTEs are because they're terrible, Dragon's Lair gameplay, where the only way to get better is through rout memorization. |
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May 16 |
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How to prevent the “Too awesome to use” syndrome @Andrey: I've died enough times from random stuff in FTL to know that's not true at all. Permadeath is hardly a guarantee of someone using rare items in desperate situations, if for no other reason than that a situation may not seem desperate until it's too late. And the fact that, because it's rare, you may not even remember you have it until it's too late. That's why forming that habit is important. |
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May 16 |
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Correct way to calculate Perspective Matrix What makes you think that those are any different mathematically? |
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May 16 |
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How to prevent the “Too awesome to use” syndrome @daviewales: The whole point of making it rechargeable is to encourage it's use. And the point of giving it finite charges is to ensure that the user can't use it too often in a given dungeon. It's like a tactical nuke: you use it on stuff that's clearly big enough to be worth using it on. Making it require substantial effort to get simply means that players will use conventional weapons. They won't get into the habit of using this thing, and they won't endure some pointless sidequest just to get a charge for it. |
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May 16 |
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How to prevent the “Too awesome to use” syndrome @daviewales: "If you make a super-powered weapon that is rechargeable, but insanely difficult to recharge, then you almost have a one use only weapon, but people will still use it." How is that functionally different from a rare, one-shot item? Both this and a rare, one-shot have limited uses. In both cases, the user knows that the chance to get another one will only happen rarely if ever. And therefore, they're going to wait to use it until they need to. Which will be never because they'll find a way to deal with threats with conventional weapons. |
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May 16 |
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How to prevent the “Too awesome to use” syndrome @chris: If the point of them is solely to collect them, then don't give them a gameplay function. |
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May 15 |
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How to prevent the “Too awesome to use” syndrome And that would make me stop playing the game. Giving me an item that inhibits my ability to play is not fun. |
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May 15 |
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How to prevent the “Too awesome to use” syndrome Note that a cooldown is only appropriate for games where time is a factor. |
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May 15 |
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How to prevent the “Too awesome to use” syndrome Yeah, all of those would make me throw it away, not use it. |
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May 15 |
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Best game engine design? I'm sorry you were directed to GameDev.SE from StackOverflow for this question. It's not appropriate here either. Such open-ended questions are not appropriate anywhere on the Stack Exchange network. We prefer more concrete questions. |
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May 15 |
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What should I know to start in game development? @Tbi45: "But there is no better place to ask something like this" How is there not a better place to ask for something than a place where you're not allowed to ask for that? By definition, anywhere must be a better place than the place where you can't ask for it. |
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May 13 |
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What's happening with Unity boards? Because it's about a forum. That forum may be a game development forum, but it's still ultimately about someone else's forum. |
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May 13 |
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Slow glReadPixels @DaleyPaley: Occlusion queries aren't going to be that much faster, since you're still going to have to synchronize to read the values back. |
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May 12 |
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What's happening with Unity boards? The state of the forum of some other site has nothing to do with game development. Even if that other site itself is about game development. |
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May 12 |
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How do I animate images with OpenGL? @feribaco: Welcome to GameDev.SE. "Is this the best way" type questions are not acceptable here. Thank you. |
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May 8 |
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How closely can a game resemble another game without legal problems @tugs: Wow, you mean an answer wasn't able to keep pace with legal rules that happened two years after it was written? |