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Member Since 04 Oct 2012
Offline Last Active Oct 08 2016 04:55 PM

Posts I've Made

In Topic: is there a name for this type of data structure?

08 December 2014 - 02:34 PM

Not so much of a data structure, and rather a design pattern.

Bob Nystrom writes about it in his excellent web book on design patterns.

In Topic: How do you get ideas for new games?

03 July 2014 - 01:09 PM

This website helped me open my creative mind, it also made me realize that everyone has a potential to be creative; it's a skill much like anything else. To keep it short I'd recommend you to - learn to use your mind, learn to think, imagine, associate, and question everything!

In Topic: Frustum Culling

13 May 2013 - 06:40 AM

I'm confused with the problem you're facing, all I can offer is some code I use for Frustum Culling. Hope it helps in any way.


/* Before rendering the object check if it is visible */
Object::IsVisible() {
	Frustum frustum = scene->GetCamera()->GetFrustum();
	frustum.Inside(this.position, this.radius);

   Create: Plane planes[6]
   Iterate through all 6 planes, if the point is outside ANY plane;
   it's not visible
bool Frustum::Inside(Vec3 point, float radius) {
	for (int i=0; i<6; ++i) {
		if (!planes[i].Inside(point, radius)) return false;
	return true; // Point is inside all planes

/* Up to you to find out how PointToPlaneDistance function works */
bool Plane::Inside(Vec3 point, float radius) {
	float distance = Math::PointToPlaneDistance(this, point);
	return (distance >= -radius); //We are out of visible area

In Topic: Universal OpenGL Version

27 February 2013 - 09:43 AM

Many thanks for the feedback everyone.

Turns out this is the ugly part of game dev, hopefully pumping up the system requirements and some proper error handling, will make people aware of what they need.

I'm targeting people with decent computers, something that can render 3D graphics with post processing at a playable fps, I really REALLY want to avoid the old pipeline, it's just seems dirty, do some newer AAA games even use old pipeline these day?


For example I am interested to know what versions of OGL do Valve use for their games on MAC?


And I'll probably just end up going with 3.2. seems to be a better choice.

In Topic: Animations

10 February 2013 - 05:17 PM

Procedural animations are my favorite, a bit more complicated to implement but much more dynamic.

I saw something on kickstarter you might be interested in - http://www.kickstarter.com/projects/esotericsoftware/spine?ref=category