241 reputation
28
bio website thomas-russell.co.uk
location London, United Kingdom
age 19
visits member for 3 years, 5 months
seen Dec 15 at 23:40

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 studying for an MPhys at the University of Oxford.

Working on producing a C++AMP numerics library with useful primitives and functions to help developers in scientific fields take advantage of GPGPU programming using simple C++ template


Jun
17
awarded  Caucus
Jun
17
awarded  Constituent
Aug
31
awarded  Citizen Patrol
Jul
29
comment Compare new Vector2 position with previous Vector2 position
When you say "Compare" what exactly is it you're trying to compare?
Jul
25
awarded  Yearling
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. :)
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.
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?
Jul
30
answered Container classes in tile-based games.
Jul
30
awarded  Commentator
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. :)
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).
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.
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.
Jul
29
answered I cannot update a shader constant via a constant buffer in DirectX 11
Jul
29
awarded  Critic
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. :)
Jul
29
comment 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?
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.
Jul
28
revised Best way to traverse triangles in a mesh
deleted 1 characters in body