2,759 reputation
21219
bio website arcsynthesis.org/gltut
location Los Angeles, CA
age 37
visits member for 3 years, 5 months
seen Aug 23 '13 at 12:49

I am a game developer with a fairly broad knowledgebase in the fields of animation and graphics, with a touch of AI.

Projects:


Nov
13
awarded  Necromancer
Sep
4
awarded  Good Answer
Jul
31
awarded  Good Answer
Jun
20
awarded  Yearling
Jun
7
awarded  Great Answer
Jul
17
comment Why do game developers prefer Windows?
@Jop: Also, I would like to point out that Valve gets to cheat, because they can basically say to the IHVs, "here's how we're going to render; go make this optimal in your drivers." Other programs don't get to say that. The article you mention even points this out, saying that their work has caused driver changes. They claim that this "benefits all games", but the reality is that it only benefits games that render the way that they do.
Jul
17
comment Why do game developers prefer Windows?
@Jop: ... and? The difference between 270FPS and 303FPS is approximately... 0.4 milliseconds. That's barely more than a rounding error, and in a game that was actually using the hardware (rather than one that throws away 4 out of every 5 frames), it would be an insignificant difference. In short, the performance of D3D nowadays is reasonably comparable to the performance of OpenGL.
Jul
16
comment Why do game developers prefer Windows?
@Jop: Considering how much misinformation is contained in that obvious propaganda piece, I would suggest avoiding that article. How much faster OpenGL's draw calls are than D3D10/11's is very debatable these days; the article cites an NVIDIA PDF from 2006. Saying that Microsoft leaving the ARB is part of a "FUD campaign" is an outright lie. And the rest of the "FUD" stuff is alarmist, anti-Microsoft BS. D3D 9 came to dominate the gaming landscape all on its own, well before the Vista release.
Jun
20
awarded  Yearling
Mar
10
comment Is C++11 Uniform Initialization a replacement for the old style syntax?
"But the syntax using braces doesn't work if type T is an aggregate:" Note that this is a reported defect in the standard, rather than intentional, expected behavior.
Feb
25
awarded  Caucus
Jan
27
comment Why do game developers prefer Windows?
@FlorianBösch: I never claimed that OpenGL was "dead". As for any "messy ursurption" that may or may not have happened, you should provide some evidence of that. Most of that stuff would be internal to the ARB, so it's not likely we will know what was going on behind closed doors. I only stated what is verifiable information. The ARB was adopted by the Khronos group; that's verifiable; whether this was "ursurption" or not is s different matter.
Jan
18
comment Why do game developers prefer Windows?
@MichaelKjörling: WinG was really before all of this. It was more of a precursor to DirectDraw than D3D.
Jan
15
awarded  Custodian
Jan
15
reviewed Reject suggested edit on Why do game developers prefer Windows?
Dec
29
comment Is C++11 Uniform Initialization a replacement for the old style syntax?
@DanielJames: A fair point. I was thinking more in terms of the CTP, but by the time it hits Beta, the standard library will be updated. And Microsoft doesn't let you target older versions of their standard library so easily. Also, hasn't Apple switched over to libc++?
Dec
29
comment Is C++11 Uniform Initialization a replacement for the old style syntax?
@DanielJames: "which is still a case that portable code needs to deal with" Is it? The Microsoft CTP for VC2012 should not be used for production code; Herb Sutter himself said this. They're not even confident enough in it to call it a beta. You shouldn't be trying to write "portable code" for something that is that deep in production.
Dec
4
awarded  Guru
Nov
26
awarded  Nice Answer
Oct
27
comment Software licensing and code generation
OK, so what is the ownership of the output code in that situation? Does it belong to the OpenGL ARB/Khronos, who publishes the spec files?