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Member Since 10 Oct 2012
Offline Last Active Apr 24 2016 08:31 AM

Posts I've Made

In Topic: Render to screen buffer vs. to texture problem

24 April 2016 - 08:32 AM

Rendering to them doesn't differ, other than the fact you may be actually writing the alpha out to the texture as well. Which can also change what you draw when you draw a texture. 

In Topic: Anyone here a self-taught graphics programmer?

24 April 2016 - 08:25 AM

I started programming on Extended Color Basic for Tandy COCO II when I was ~7 after browsing the computer's manual (They put programming information in manuals back then). Switched to QBasic on DOS and eventually Turbo C++ on DOS. Everyone pretty much used BIOS and OS interrupts to do anything useful in DOS.


It took me awhile to move to windows because nothing could produce fast graphics until DirectX came out, and DirectX 3.0 was a completely different beast in early windows 95. I'm highly amused APIs like Vulkan are coming around because I remember DirectX 3.0 having an immediate mode where you created command ques and similar ideas but they decided to move away from them in 5.0 (Never had a 4.0 DX).


I do programming for a living now on AntiVirus software and as a hobby. I guess I've been programming 28 years in general and probably about 22 in C++. I had no schooling, just picked it up on my own.

In Topic: Enabling a buffer but not using it

21 November 2014 - 07:06 PM

State changes (Even some redundant ones) that aren't needed are generally considered bad practice. If you do not have to change a state, do not change a state. This -can- lead to performance problems depending on the state and where it's being set, as well as frequency.

In Topic: Best practise: Texture atlas & VBO

21 November 2014 - 07:00 PM

Careful with Texture Arrays on a 2D Game. Many older hardwares still don't support them and 2D games tend to be expected to run on older systems just because of the nature of 2d.

In Topic: Improving AI of MMORPG Raids

23 October 2012 - 10:29 AM

I think static content is more the problem with MMOs than the AI. Looking at things from outside the box, do you really want an AI that, for example, stops using frost abilities because you have frost protection? Didn't you just nullify all the work I put into protecting myself?

There's a fine balance between challenge and just being downright mean. There needs to be a feeling of reward for a player who does things right and can utterly dominate a situation because of it. Certainly they will learn the magic method of defeating a boss to where it becomes trivial, but I think that's part of the Static content problem and not a problem with the AI itself.

Personally my problem with Dungeon Crawls in MMOs is the "Trickle" problem. You walk into a base and see monsters around you standing and having a conversation, you really don't feel like you just infiltrated an enemy stronghold where everyone would be on alert. I think there needs to be more dynamics on that front to bring immersion.