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Member Since 09 Jun 2011
Offline Last Active Sep 20 2014 11:36 PM

Posts I've Made

In Topic: OpenGL Shader in SDL Platform Game?

16 May 2014 - 06:24 PM

Looks like this was answered on Stack Overflow.



In Topic: Are two OpenGL contexts still necessary for concurrent copy and render?

16 May 2014 - 06:14 PM

I only took a short look but it seemed to be multi-threaded? In that case yes the two contexts are required...yeah it wouldn't be required in DirectX. Sometimes makes me want to learn DirectX.

In Topic: Support multiple lights in Opengl ES 2.0 (no MRT)

23 February 2014 - 11:16 PM

Ah I remember seeing a post like this on the raspberry pi forums but I can not find where it is sad.png.


Does GLES2 support multiple color attatchments? Can you take advantage of a stencil or depth buffer(Maybe not depth... wink.png )?

In Topic: Know a game developer without a degree?

14 February 2014 - 09:44 PM

Indie game programmer and programmer(digital signage) in my day job. Only 19 and do not have a degree. I work with OpenGL all the time at my day job still which is awesome!

In Topic: how to prevent save cheating? (for games where saving is NOT allowed)

08 February 2014 - 12:56 AM

In the past what I have done to prevent saving is having a separate file that acts for a "checksum" to check if the file has been altered. You may also wish to compress a file or store it in an obscure location. You can use ids within the save that make no sense for a human to read. If you want to go REALLY far then you could add them all together.


As far as it goes for databases, at least when I am writing php code for websites I try to keep the least amount of information as possible on the client side. A good sample I guess of keeping your business side of your application separated from you client side would be cakephp's Model-View-Controller architecture that I believe Iphone also uses.


Hope this helps someone. Honestly I hate cheating in games and I try to keep things away from players unless it can be intentionally modded.