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Formerly known as "Jimmy Shelter".

Then one appeared among us, in our own form visible, but greater and more beautiful; and he said that he had come out of pity.

I'm like the Clint Eastwood of backups. I drift into town, say "ahm-a gonna clean up yer backups", shoot the place up a bit, get rid of the bad guys, then drift back out again.

Been there, done that, still doing it.


1h
comment How to profile CPU and GPU performance if I have a monster PC?
@LyonesGamer - testing with VMs is a really good suggestion. In the past I've personally identified bottlenecks that showed up on a VM but which my own hardware benignly swallowed. If you can't do that, then getting a cheap second PC with Intel graphics can also be a good bet (like VMs, Intel graphics can frequently expose problems that the big guns handle reasonably, and you can be confident that if something runs OK on Intel graphics then it will run well on anything else).
1h
comment Can't import org.lwjgl.opengl.Display
Yes, this is more of a basic "how do I use my chosen toolset?" question than anything specific to game development.
1d
answered How do I sample a Depth/Stencil Texture in HLSL?
Nov
22
comment Uniform Block solve padding/alignment for vec3 in CPU struct
@UnresolvedExternal - if you have a follow-up question you should ask it as a separate question.
Nov
20
comment slowing down graphics card
This question appears to be off-topic because it belongs on gaming.stackexchange.com
Nov
7
answered What is the meaning of the row “opposite” the translation column?
Oct
23
revised How to use D3D11_SHADER_RESOURCE_VIEW_DESC.Buffer.ElementWidth?
Buffer is a member of D3D11_SHADER_RESOURCE_VIEW_DESC, not D3D11_BUFFER_DESC
Oct
8
answered Can I mix the use of VAO and direct usage of glVertexAttribPointer?
Oct
6
comment Texture is black when manually building mipmap
Per documentation the default value for this is 1000, which suggests that values too high just get silently clamped. It's shouldn't be normally required to set this unless you're not loading a full mipmap chain. opengl.org/sdk/docs/man/html/glTexParameter.xhtml
Oct
3
comment Do OpenGL buffers overflow to CPU memory?
This depends on how you define "reasonably sized" (and how you define "large"). You really need to start thinking about precise figures here.
Sep
30
awarded  Explainer
Sep
24
awarded  Autobiographer
Sep
20
answered How do I ensure my skybox is always in the background, with OpenGL?
Sep
20
comment Diffuse Maps and DirectX
"I don't think that's very efficient" - have you actually benchmarked this? Until you have hard evidence that it's actually not very efficient, you're indulging in premature optimization.
Sep
19
answered How to specify colour in a single 32 bit value
Sep
19
answered Why is the origin in computer graphics coordinates at the top left?
Sep
19
comment How to handle game objects in DirectX
So it's really a "what technology should I use?" question, then?
Sep
11
comment Why do we use 4x4 matrices to transform things in 3D?
You also need the 4th row/column for projection.
Sep
10
comment Simple framerate counter?
@congusbongus - I'm drawing a distintion between using Sleep to save power and using it to control framerate. The former is appropriate, the latter is not. Even if Sleep were reliable and even if it gave you sub-millisecond control, Sleep (1/60) wouldn't give you 60fps because it doesn't account for the time taken to actually run the frame. You still need a proper timer.
Sep
9
comment Simple framerate counter?
The standard "don't measure FPS, measure milliseconds per frame" disclaimer applies here, but I should note that an FPS count is what players are used to seeing and provides a number that's meaningful to them, so despite the disclaimer I find that an FPS count still has value.