2,004 reputation
412
bio website electronicmeteor.wordpress.co…
location Chicago, IL
age
visits member for 3 years, 3 months
seen 12 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.


Dec
12
revised Insufficient memory on creating vertex buffers
added 201 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
revised What's the best way of transforming a 2D vector into the closest 8-way compass direction?
added 408 characters in body
Sep
7
revised A Quick HLSL Question (How to modify some HLSL code)
added 269 characters in body
Feb
3
revised Is my StatisticManager idea overkill?
added 379 characters in body
Feb
3
revised Is my StatisticManager idea overkill?
added 379 characters in body
Feb
3
revised Is my StatisticManager idea overkill?
added 379 characters in body
Jan
7
revised Why even use shaders?
added 8 characters in body
Dec
5
revised A simple map, four biomes, and how to distribute them
deleted 70 characters in body
Dec
5
revised A simple map, four biomes, and how to distribute them
added 9 characters in body
Dec
5
revised A simple map, four biomes, and how to distribute them
added 1137 characters in body
Dec
2
revised Fire range arc behind buildings
deleted 5 characters in body
Nov
18
revised Where to start when building a 3D terrain editor?
deleted 1 characters in body
Nov
15
revised Determine corners of a specific plane in the frustum
added 32 characters in body
Nov
15
revised Determine corners of a specific plane in the frustum
added 163 characters in body
Nov
9
revised How does one avoid hundreds of copies into a vertex buffer each frame?
added 215 characters in body
Nov
9
revised How does one avoid hundreds of copies into a vertex buffer each frame?
added 215 characters in body
Nov
8
revised How does one avoid hundreds of copies into a vertex buffer each frame?
deleted 100 characters in body
Oct
20
revised full screen anti-aliasing in opengl
added 347 characters in body
Oct
20
revised full screen anti-aliasing in opengl
added 76 characters in body