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Member Since 19 Oct 2005
Offline Last Active Today, 03:24 PM

Posts I've Made

In Topic: Inconsistent Sending of Data

30 June 2014 - 10:15 PM

A long while ago I made a simple little open-world 3D fps shooter using TCP, sort of a warm-up project to learn the ins-and-outs of game dev in some sense, and discovered the hard-way that TCP "packets" don't always arrive just how they were sent.. They can arrive in fragments, or clumped together with other packets, which requires a method for extracting and reconstituting the original packets.. At least, for programs like multiplayer games. Otherwise, this 'streaming' setup works great for things like file send/receive actions. This might be the issue you are having.

In Topic: Latency in Wireless Connections

27 June 2014 - 01:34 AM

I have a strange habit of assuming nearly-worst-case scenario with end-user situations. Hardware, internet, etc... and aim to make everybody as happy as possible, without disappointing those who are more invested in their setups.

In Topic: Share the most challenging problem you solved recently! What made you fee...

18 June 2014 - 09:56 PM

I had an idea for a voxel polygonization technique (isosurface, etc..) about three years ago, and proceeded to get distracted by life up until just recently. My goal was to produce something similar to marching cubes but without fine displacement of vertices to approximate isosurface. The goal was to come up with an algorithm that isn't marching cubes.


The ultimate goal was breaking the problem down into simple steps. I finally figured it out, and it was ultra gratifying. I haven't felt accomplished like that in years!


I started a blog about my project, with a better explanation if anybody is interested. http://deftware.blogspot.com/

In Topic: half life 2 / source engine shadowS?

17 June 2014 - 10:12 AM

I think they just cast a shadow in a fixed direction at all times, regardless of light positions. I'm not entirely sure, but that's what it seemed like to me.

In Topic: aa wire box neat tricks?

15 June 2014 - 11:23 AM

 It's this sort of thing that makes me wish there were a GL_LINE_FAN primitive type in OpenGL