946 reputation
1133
bio website Stum.de
location Irvine, CA
age 31
visits member for 3 years, 9 months
seen Apr 16 at 2:40

If it consumes electricity, chances are good that I worked with it or at least know about it. SysAdmin and Programmer, worked with Basic and PHP as well as with Delphi. My current bread and butter is C# and JavaScript. I like to do Commodore 64 development as a hobby and dabbled in XNA for prototyping purposes.

I'm also on Twitter and I have a blog.


Mar
7
comment How to correctly handle multiple Songs in XNA?
@Panda The point is to reach out to people that might have already dealt with this for their own games and point out if there's better ways. Not all issues are always obvious.
Mar
2
comment In platformer games, what are “hole in the ground” obstacles called?
Either that or a function that checks if the Character's Y-Position is ever less than zero.
Feb
10
comment How to build an iPad game without an Apple device?
Not sure if it's still the case, but in the past, the graphics chip in the simulator was actually much slower (arguably that depended on the host system). In any case, +1 because the real performance characteristics between simulator and device will be wildly different in either direction
Feb
1
comment Why are there so few games compiled for 64-bit processors?
@ratchetfreak Indeed, but with x64 it's a tradeoff - you gain a lot of performance because you have more registers (and OpCodes) but you also lose a lot of performance because all your pointers are twice as large and you thus lose cache space and have to deal with increased memory traffic - that usually results in a net performance benefit.
Jan
31
comment Why are there so few games compiled for 64-bit processors?
The extra registers in x64 mode are really nice and are often worth taking the performance hit that 64-Bit introduces.
Dec
24
comment Why are radians preferred over degrees in game development?
@DMGregory That was what I meant with "inherent rounding error with Pi". The other option is to not use singles/doubles but a way to represent numbers as factors (so representing 2*pi/360 not as the result of the calculation but as that formula) and only calculate the result when needed. I don't know if any "real" programs do that, but stuff like Mathematica can always represent "1/3" as "1/3" instead of "0.333333.....". But after going through the numbers I guess you're right, the rounding error is there but insignificant
Dec
22
comment Why are radians preferred over degrees in game development?
Thanks, also to @DMGregory who pointed out FCOS/FSIN. I blogged about my understanding: stum.de/2013/12/22/game-math-radians
Sep
11
comment Why does the order matter in multiplication of matrixes?
@Zhen The weird thing (to me) is that I'm not doing a rotation and a translation. I'm only doing scaling - existing world * scale or scale * existing world seem completely equivalent. It's the Row vs Column stuff that is the case here, I wasn't aware that matrix multiplication in general math isn't commutative.
Jul
15
comment Where is the XACT documentation?
This was the closest I found as well :( Thanks!
Jul
15
comment Where is the XACT documentation?
I installed VS2008 today, sadly that MSDN download didn't contain the XACT documentation :(
Jan
30
comment How do I scale down pixel art?
@eBusiness Indeed. It doesn't exist yet (I was looking for algorhithms, not for a single specific implementation), but essentially cartoon art.
Dec
13
comment How do I scale down pixel art?
@SethBattin I'm not sure. I'm thinking about running a game made for 1280x720 in e.g. 1024x576. What do OpenGL and DirectX use to rescale if I give it an image that's 128x96 and is supposed to be displayed in 102x76? (which is even a rounding issue since it should be 102.4x76.8 pixels)
Dec
2
comment What is the preferred starting address for a C64 game?
Thanks, that helped a lot, I've read up on how the VIC-II chip works and indeed $1000 and $9000 are problematic for graphics. $c000 also seems to always be "free RAM"
Dec
2
comment What is the preferred starting address for a C64 game?
@Daniel True, it's more a generic programming question. I'd like to see if there is interest in vintage game development, I'm just starting to seriously get into C64 Game Dev (on my todolist since 25 years :))
Oct
11
comment What pitfalls should one look out for when starting a studio
Nothing ruins friendships quicker than money...
Oct
8
comment Beginning RTS game student project
If you want to dive a bit deeper and don't mind older code, Warzone 2100's source code was released some time ago: en.wikipedia.org/wiki/Warzone_2100
Sep
22
comment MIDI or other Software Instruments?
At the end, that's what I went with. It's a pain to create the Sound Tables, but the result is a lot better than the static Music most PC Games offer.
Aug
11
comment How can I get started programming OpenGL on Mac OS X?
Thanks. I'm a bit afraid of abstractions/wrappers. Maybe it's easier just to focus on the OpenGL bit first, but I'd prefer to go with the standard languages and tools, and that means XCode/ObjC as the goal.
Aug
2
comment Unreal Engine 3 vs id Tech 3 vs Unity
@August You are confusing GPL and LGPL. In the moment you incorporate GPL code, you are creating a derived work and thus have to comply to it. There is a grey area around dynamic linking, but that's a rather thin line to walk on.
Jul
25
comment MIDI or other Software Instruments?
Ah, Trackers are awesome, used ProTracker ages ago. My problem is more in the synthesis side: With MOD files (and on the C64, SID Files) there is a known sound chip that can be directly developed against. In the modern world, I'm not aware if there is an overarching standard, hence my first thought was General MIDI which is exactly such a standard. Will have a look if there are synthesis engines though