1,990 reputation
411
bio website electronicmeteor.wordpress.co…
location Chicago, IL
age
visits member for 3 years, 2 months
seen 9 hours ago

Web developer by trade, but at night I'm just another hobbyist game developer working on tightening up the graphics in Level 3.


Sep
24
awarded  Autobiographer
Sep
10
answered Entity Component System for HUD and GUI
Sep
10
answered How to avoid subpixel values in a resolution independent 2D game with orthographic projection?
Sep
8
awarded  Yearling
Sep
8
awarded  Yearling
Apr
3
awarded  Talkative
Mar
11
comment Making efficeint voxel engines using “chunks”
The ideal setup is that you make a single draw call per chunk, not per voxel. As Byte56 stated below, each mesh is an entire chunk. With that system in place, you'll have to experiment with chunk sizes for performance trade-offs. Smaller chunks: less expensive updates per chunk, but more of them in a given space, and more draw calls. Larger chunks: more expensive chunk updates but fewer of them and potentially fewer draw calls.
Mar
4
comment Making Procedurally Generated Top-Down Landscapes Interesting
Maybe by not faking 3D he means a true top-down projection? Technically the Zelda screenshots use a oblique projection for the vertical axis.
Mar
4
accepted Controlling player and camera movement in a 3rd person game with keyboard and mouse
Mar
4
comment Using IGameComponent and related interfaces in MonoGame
So my library project should have another build, to refer to MonoGame?
Mar
3
asked Using IGameComponent and related interfaces in MonoGame
Feb
28
comment What happens to data between vertex shader and pixel shader?
I don't know if there are any major differences with VS 2012 and 2010 on the debugging side, but for debugging hlsl and directX graphics, the standalone program PIX is largely recommended. But looking from the screenshots, it looks like some pipeline debugging has been put into VS 2012 as well.
Feb
25
answered XNA .fbx model imported sideways
Feb
25
answered How much to modify yaw? XNA 4.0
Feb
22
comment Blender - baking normal map - weird colors
The proper way to bake a normal map is to use a low-poly mesh for reference. You bake a normal map from the high-poly mesh, as it won't be used for real-time, and use the low-poly mesh. Is the barrel in your screenshot the high poly version? You are probably expecting the colors to represent the deviation from a low-poly version but it's not clear if you're actually using a reference model.
Feb
15
comment Extract derived 3D scaling from a 3D Sprite to set to a 2D billboard
+1 For simplicity. The result is that the sprite's new Forward vector for its transformation matrix is the opposite of LookAt.
Feb
14
revised What's the best way of transforming a 2D vector into the closest 8-way compass direction?
added 408 characters in body
Feb
14
revised What's the best way of transforming a 2D vector into the closest 8-way compass direction?
added 408 characters in body
Feb
14
answered What's the best way of transforming a 2D vector into the closest 8-way compass direction?
Feb
7
answered From maya to c++ and opengl