Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 14 Mar 2010
Offline Last Active Feb 11 2015 11:58 AM

Topics I've Started

What is an Associate Gameplay Programmer?

10 February 2014 - 10:38 PM

How is it different from Gameplay Programmer? I was looking at the salaries of programmer and saw this position. Its salary is lower than a Gameplay Programmer. I'm just curious.

What do AAA game developers use?

20 January 2014 - 03:19 PM

A little background... I am a mobile game developer and I dream of being part of a AAA gamedev team someday. So my concern is this; What do I need to learn to be capable of breaking into the AAA side of gamedev? Let's say I want to be a Gameplay Programmer.


My specific questions to AAA game developers out there are these:

1. What languages do you use?

2. What game engines do you use?

3. Do you still code using low-level graphics API like Direct3d/openGL (how frequent?) or just use a high-level game engine for that?

4. Some more insights are welcome.


I'm in the phase where I ask myself, "What should I learn next to prepare myself for AAA?"


A little more background... I am proficient in C/C++, C#, Java, Objective-C. And right now, game engines I use are cocos2d and Unity3d.

How to make OpenGL 4 run on software

27 November 2012 - 07:47 PM

Hello. I would like to learn OpenGL 4 but I am pretty sure that my laptop does not support it. When I was learning DirectX 11 (which my laptop also does not support) before, there was a way to run it using software emulation. I am wondering if same also goes to OpenGL 4. If there is, how? and can you also point me to some great tutorials? Thanks!

Edit: I just checked. My laptop supports OpenGL 3.3. Do you guys think that it's better to just learn OpenGL 3.3, instead OpenGL 4?

[Javascript] Catching Keyboard Input in GameLoop

28 January 2012 - 10:04 AM

Hello guys. I'm having a problem catching a keyboard input in Javascript. I've tried this before in a different language but I can't make it work in Javascript. I am trying to catch this type of keyboard input (I don't know what it's called)
if(prevKeyState.isDown(Key.X) && !currentKeyState.isDown(Key.X))

Help me find what is wrong with my implementation (Please, I've been frustrated trying to debug this for hours). TIA! Here is my code:

<!DOCTYPE html>
  <script type="text/javascript" src="jquery-1.6.2.js"></script>
  <script type="text/javascript">

   var Key = {
	_pressed: {},
	A: 97,
	W: 119,
	D: 100,
	S: 115,
	isDown: function(keyCode)
	 return this._pressed[keyCode];
	onKeyDown: function(event)
	 this._pressed[event.keyCode] = true;
	onKeyUp: function(event)
	 this._pressed[event.keyCode] = false;
   window.addEventListener('keyup', function(event) { Key.onKeyUp(event); }, false);
   window.addEventListener('keydown', function(event) { Key.onKeyDown(event); }, false);
   var prevKeyboardState;
   var currentKeyboardState = $.extend(true, {}, Key); //deep copy
   function loop()
	prevKeyboardState = currentKeyboardState;
	currentKeyboardState = $.extend(true, {}, Key); //deep copy
	if(prevKeyboardState.isDown(Key.A) && !currentKeyboardState.isDown(Key.A))

<body style="margin:0px; padding:0px;">
  <canvas id="canvas" height="600px" width="800px">Your browser does not support HTML5 Canvas.</canvas>

[Java UDP] Delayed reaction of Players

09 October 2011 - 01:31 AM

Hi, I'm making a side-scrolling game where multiple ninjas(players) kill each other. I set the FPS to 25. This is how I designed the networking part of the game.

The Client
//send user input (keyboard) to the server
//receive the gameState from the server (Ninja properties - posX, posY, etc.)

//draw the Ninjas with the properties received from server

The Server
//receive user inputs from clients
//update the game
//send gameState

What can you say about this design? There's gotta be something wrong because the reaction of the ninjas are very delayed but it reaches the 25 FPS that I set. Enlighten me please.
Is it okay that I use UDP here? or is TCP better?