1,965 reputation
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bio website electronicmeteor.wordpress.co…
location Chicago, IL
age
visits member for 2 years, 11 months
seen May 16 at 19:38

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


Sep
7
comment XNA 4.0 SpriteFont not displaying all Characters
Try checking out what PIX shows in the DrawString step of the process. Also have you tried using the default sorting mode (SpriteSortMode.Deferred)?
Sep
4
answered Low-level game engine renderer design
Aug
31
answered game engine done, ideas missing
Aug
22
comment Crystal Transparency(Shadows)
The term you should look for is caustics, when doing these type of shadows.
Aug
22
answered How are 8/16 bit sprites created?
Aug
22
answered Recursive or linear gameobjects update?
Aug
19
comment Highlight edge on 3d cube in directx
Has the feature of selecting edges been already implemented? Edge highlighting can be a trivial problem if you have the that feature done.
Aug
17
comment How can I accomplish Pokemon-style movement over tiles in java?
Make sure to do check for 0 < t < 1 in order to disable player input during this time. The last thing you want is seeing something unexpected if the player tries other actions during the walk, such as buffering a lot of walk actions that won't stop for a long time.
Aug
14
comment Microsoft XNA code sample wont work with blender model
Procedurally generated textures will not export as an image with the model by default.
Aug
14
comment Strongly Typed Skills
I find this design flaw easier explained in an MVC context. Usually, controllers are implemented/inherited from a generic controller class and ideally contain logic unique to that controller. Your design is like making multiple controllers that have similar logic, all loading the same views, and that only differ by the data members/model data used in them. Therefore, only one controller is needed.
Aug
9
answered Scene transitions
Aug
9
comment How do you stop an Ogre PSSM shader from creating unwanted or blocky shadows due to large 'world size'
It's true that PSSM only differs from CSM in how the splits are generated, but you should attempt to increase the res of the closest maps only. This gives you more headroom to use even larger textures without increasing overall memory usage much.
Jul
30
comment Bejeweled-like game, managing different gem/powerup behaviors?
I second this object oriented approach for this problem. More specifically, use the Strategy pattern for the inherited objects. Although using events may be more straightforward in some languages.
Jul
30
answered Grouping game objects
Jul
28
answered What can I do with an old XNA game?
Jul
27
awarded  Nice Answer
Jul
26
comment Why is my deferred lighting implementation so expensive?
Definitely consider using shapes for lights, because performance on deferred lighting is mostly fill-rate dependent. It will also offer more flexibility, like using shapes other than circles for different sorts of area lights.
Jul
25
answered Player's feeling towards stage selection in a platform game
Jul
21
answered Collision Detection Failing at faster Speed?
Jul
18
answered Advanced Animation for 2d Isometric Game?