| bio | website | gplus.to/Shaktal |
|---|---|---|
| location | London, United Kingdom | |
| age | 17 | |
| visits | member for | 1 year, 10 months |
| seen | Apr 13 at 7:47 | |
| stats | profile views | 25 |
C++ Programmer with a background in VB.NET and Java. Knows x86 ASM. Some experience of game development.
Interests in Physics, Mathematics and Medicine.
Currently teaching myself Quantum Physics and Mathematics (Specifically Asymptotics and Combinatorics).
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Aug 31 |
awarded | Citizen Patrol |
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Jul 29 |
comment |
Compare new Vector2 position with previous Vector2 position When you say "Compare" what exactly is it you're trying to compare? |
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Jul 25 |
awarded | Yearling |
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Jul 31 |
comment |
Is there any documentation comparing/contrasting C++ standard library implementations? @Joe, whilst it is true that whilst game-developing you need to optimize as much as possible. If you need the functionality of a certain STL container, then you either use the STL container, or create your own. The latter being, most likely, the least optimized, so whilst you should take note of things like this, there are other things that will most likely be better to optimize. :) |
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Jul 31 |
comment |
Is there any documentation comparing/contrasting C++ standard library implementations? The STL has an open working-draft, which can be used to find information regarding the various data structures (both sequential and associative), algorithms and helper classes implemented. However, it appears to be the case that memory overhead is implementation specific, rather than specification defined. |
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Jul 30 |
comment |
Container classes in tile-based games. Much more in-depth answer than mine, thank you Josh :) The only thing I would say about using std::vector is that it uses a contiguous block of memory, so might it not be better to use a linked list, or an std::deque in this case? |
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Jul 30 |
answered | Container classes in tile-based games. |
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Jul 30 |
awarded | Commentator |
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Jul 30 |
comment |
Phone complains that identical GLSL struct definition differs in vert/frag programs Well, you could test using the glGetActiveUniformsiv( GLuint program, GLsizei uniformCount, GLconstuint *uniformIndices, GLenum pname, GLint *params ); function, you can find more information on it here. That should allow you to check at run-time if they have similar block structures (hopefully before the error), update me on the results of that. :) |
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Jul 30 |
comment |
Should I give each character its own VBO or should I batch them into a single VBO? It's similar to this, but I don't believe that it's a duplicate per-se, for a start, this is Open-GL (I'm not sure if there are any specific differences), whereas the other question is about deformables in DirectX11 (thus presumably using tessellation, which changes things). |
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Jul 30 |
comment |
Phone complains that identical GLSL struct definition differs in vert/frag programs Certainly sounds odd, have you checked to make sure the structure alignments are the same? Perhaps as they are drawn in to be compiled they have different data alignments and thus different sizes, so the compiler throws up an error. |
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Jul 30 |
comment |
How does Half Life's covering work? Are you asking about Half-life or Half-life 2? Your question doesn't make it clear. |
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Jul 29 |
answered | I cannot update a shader constant via a constant buffer in DirectX 11 |
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Jul 29 |
awarded | Critic |
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Jul 29 |
comment |
Learning Java for game development (+1) Concise, correct answer. It is primarily your choice. It used to be the case that Java's dependence on it's VM meant that it was very slow, too slow to be used for games. However, recent improvements mean this is no longer the case, and Java has very good portability, because it runs on a virtual machine. :) |
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Jul 29 |
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What's the difference between creating a Source mod and just creating some levels? Yes, you can make a "complete" half-life 2 modification without any programming, providing that you are content with the default behaviors. You can also make minor modifications to behavior using the scripts (for instance changing the weapon functionality). Have you considered working as part of a wider team, although there are less now, there are still a considerable number of actively-developed Half-life 2 mods, perhaps you could utilize your skillset there? |
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Jul 28 |
comment |
Best way to traverse triangles in a mesh Are you checking for something in particular or just determining which triangles are in view? Because if it's the latter, then aside from a space partitioning algorithm to determine which triangles cannot possibly be in view, you will have O[n], where n is the number of triangles in the PVS. |
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Jul 28 |
revised |
Best way to traverse triangles in a mesh deleted 1 characters in body |
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Jul 27 |
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Best way to traverse triangles in a mesh Well, I'm just shooting in the dark here, but what if you have a step-size (i.e. number of triangles to jump) inversely proportional to the object distance. For instance, if you have an object to test within your PVS (assuming you implement BSP), you can do a depth-test and from that you can choose step size, if the object is far, you have a larger step size, as each triangle takes up less space on your screen. This could be one way to improve efficiency. But I'm slightly confused, you say that you need to find which triangles are in view, this means you will have O [n] regardless. |
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Jul 27 |
comment |
Best way to traverse triangles in a mesh @user8884 Then you can use the same principle as frustrum culling, but instead of culling the object, just return true on your test. You can also improve efficiency a lot here, because you only need to test the extremities to know if it's either partially or fully in view which is what you want. You will also need to perform depth testing on the object, to determine whether or not it's occluded by an object in front of it (either GPU z-testing or CPU z-testing will do here). |