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Get to know S1CA...  
Full Name Simon OConnor
Nickname S1CA 
State/Province, Country Tyne and Wear   United Kingdom
GD Gathering City Newcastle upon Tyne, Tyne and Wear, United Kingdom
Contact Info
Homepage URL http://www.ubisoft.com 
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Current Occupation
Job Title Senior Renderer Programmer 
Job Description Developing renderers for Xbox360, PC & PS3 games 
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Rating 1797  (Rate this user)
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In our forums
5307  
Member Since 2/27/2001 8:56:50 AM
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Some recent topics started on our forums
"Engine": terminology & history 1) When was the first time you heard the word "engine" being used in connection with games ?. A rough year will do. 2) What’s the difference (in your opinion), if any, between: a. 3D Engine b. Game Engine c. Graphics Engine I wan... 
Posted June 16, 2003 11:34:14 AM
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Some recent replies made on our forums
360 programming in C++? Learn D3D9 and the latest version of any C++ API or function you find that starts with the letter X (XInput, XAudio2, ..) on a Windows PC. Quote:Because if it just sends a file over, one would think you could make a skeleton EXE and replace... 
Posted June 17, 2009 4:26:24 PM
2 FPS - Vertex shader bound? needle.in.haystack But what I will say is: in the 9 or so years I've programmed shaders I've never seen a PC be so seriously vertex bound except in cases of extreme wrongness (hey, we all know shipping games can be bugged to hell too) or deliberat... 
Posted June 17, 2009 3:21:09 PM
Screen Coordinate Types Quote:Original post by Tom Backton In 2D there isn't much sense in specifying non-integer numbers for positions on the screen. A lot of people use normalised 2D coordinates stored in non-integer types (e.g. top left of the screen is x=0.0, y... 
Posted April 19, 2009 8:32:10 AM
IDE's used in game development Quote:Original post by DrEvil Also, the Ps3 msvc integration tools are pretty poor. Unless there is something somewhere I'm not aware of, the 'integration' is as basic as MSVC being able to launch the ps3 compiler, and msvc being able to launch sony... 
Posted April 5, 2009 4:41:24 PM
IDE's used in game development Quote:Original post by stupid_programmer Quote:Original post by phantom Also, the SDKs from MS and Sony intergrate directly with the ide which makes life easier. That seems odd to me that Sony would write tools that plug right in to Visual Studi... 
Posted April 5, 2009 9:48:10 AM
Multisampling + shaders in D3D9 As well as the AA render target, create a plain texture of the same dimensions & format. When you need to use the contents of the AA render target as a texture, StretchRect() from the render target surface to the surface representing one of the... 
Posted April 4, 2009 8:05:16 PM
Win XP correct destop area size Decisions, decisions... 1. For a specific monitor in a multi-monitor system: a) MonitorFromRect() to get the handle of a monitor you're interested in. b) EnumDisplayMonitors() to get handles for all monitors. c) GetMonitorInfo() to get ino ab... 
Posted August 16, 2008 2:32:33 PM
Help needed for MMX alpha blending using inline assembly This shiny old wheel from those nice chaps at Intel might be of interest: ftp://download.intel.com/ids/mmx/MMX_App_Alpha_Blending.pdf 
Posted August 16, 2008 1:57:33 PM
What is the salary of game engine programmer in England? I'd say anywhere from £25000 (junior) to £60000 (senior/lead specialist with lots of experience). There of course exceptions, but that's the general range. For a senior console engine/renderer programmer the average is somewhere between £35000 - £... 
Posted August 16, 2008 1:42:50 PM
Direct writing to stencil buffer 1. Load the pattern into the alpha channel of a texture (e.g. D3DFMT_A8). 2. When you Clear(), ensure stencil is cleared. 3. Set the stencil render states to: a) write to the stencil buffer, and b) always pass tests against the stencil buffer... 
Posted July 30, 2008 6:49:26 PM
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