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visits member for 4 years, 5 months
seen 15 hours ago

Nov
30
comment Role of systems in entity systems architecture
Do you know what this is? Storing type information as bit field flags, instead of using concrete types. While this is insanely more efficient than RTTI, something still bothers me about this being considered an "OOP" approach by some. It isn't OOP, but if it works well, so what, maybe it's it's own paradigm.
Nov
28
awarded  Nice Question
Nov
28
comment Tutorial text without annoying user?
I hadn't read that, but the tutorial is interactive, with a few instructions about what to do next.
Nov
28
answered Tutorial text without annoying user?
Nov
28
asked Tutorial text without annoying user?
Nov
26
answered What is the advantage of binary FBX files over ASCII ones?
Nov
24
revised Why swapping buffers takes different amounts of time?
added 291 characters in body
Nov
24
answered Why swapping buffers takes different amounts of time?
Nov
23
comment How can I include vertex color information in .OBJ files?
@NickWiggill PLY is not necessarily a good choice -- maybe you haven't heard of it for good reason. It's much more complex than OBJ and it allows more flexibility than one would reasonably need to use for a static model. If you need additional flexibility, maybe you should use a more popular file format with well-established parsers, such as COLLADA
Nov
23
comment How can I include vertex color information in .OBJ files?
Oh, I see. They tacked on the per-vertex color as 3 floats after the v vertex position specification. Clever way to (hopefully) not break compatibility with existing OBJ parsers.
Nov
23
revised How can I include vertex color information in .OBJ files?
added 84 characters in body
Nov
22
awarded  Taxonomist
Nov
20
awarded  Necromancer
Nov
20
revised Implementing a homing missile
Added some comments at each step
Nov
20
revised Implementing a homing missile
Added derivation of eta= formula
Nov
18
revised What is the name of the AI/algorithm used by most MMOs for monsters or mobs?
Provided a link to "kiting"
Nov
18
comment How can I implement a “fast-forward” feature in my game?
If you are going to use the higher simulation rate approach, and you want to support slowdown, you probably need to actually have an extremely slow base simulation rate, then run that by default at like 100 simulation steps/frame.
Nov
14
comment How does a segment-based rendering engine (as in Descent) work?
@ratchetfreak Actually that link doesn't seem to be working-
Nov
14
revised How to make “they need to be fed” movement style
edited tags
Nov
13
awarded  Notable Question