2,779 reputation
21219
bio website arcsynthesis.org/gltut
location Los Angeles, CA
age 37
visits member for 3 years, 6 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:


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.
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.
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.
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.
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?
Oct
27
comment Software licensing and code generation
That raises an interesting point: I have no idea what the source data is licensed under. The source data itself is just a transform of the publicly available OpenGL specification files. There is no licensing information on these files, so I'm not even sure whether I can license them under the MIT.
Oct
26
comment What's so difficult about SVN merges?
@MasonWheeler: Who are you to decide "they're doing it wrong"? You don't use DVCSs, so you have no experience with the DVCS workflow. You have no idea whether it is helpful to programmers or not, as you have no experience with it. So what authority do you have to say that it's "wrong" just because SVN doesn't allow it? It's like saying that classes, virtual functions, and templates are wrong because C doesn't have them.
Oct
26
comment What's so difficult about SVN merges?
@MasonWheeler: No, there isn't. If you are not properly taught how to do something, then you are implicitly trained to not do it. It isn't in your repertoire of idioms you can employ to solve a problem. Therefore, you cannot use it to solve problems. The effect is no different from being told not to merge, because even if you wanted to, you don't know how. The way you offhandedly dismiss a good argument as "the same tired old ground" is evidence of this. You don't think of merging as a tool; you think of it as the exception or something unusual. Something to be questioned rather than used.
Oct
26
comment What's so difficult about SVN merges?
@Mason: How is that not training? You were trained to use SVN in an SVN style. And the SVN style is to not use merging. Thus, you were trained to not use or even consider merging things. That's why it never occurred to you; because you used a system that makes it difficult.
Jun
11
comment How to manage a developer who has poor communication skills
@Jason: 'Maybe the other "average" programmers would become "above-average" if given more programming work, future projects would get done even faster.' And maybe they won't. There's no way to know for certain. So why risk throwing away a valuable asset on the hopes that others will pick up the slack?
Feb
19
comment Why is it so difficult to make C less prone to buffer overflows?
It's still the responsibility of programmers to use the tools they have now to fix these problems. Take a half-day or so and do some grepping through the source code for these things.
Feb
19
comment Why is it so difficult to make C less prone to buffer overflows?
+1 for aiming the problem on the programmers, not the language.
Feb
17
comment Why are several popular programming languages influenced by C?
@DeadMG: But the question is about syntax. You can consider the syntactic similarities to be irrelevant, but the person asking the question wants to know why these irrelevant similarities exist.
Feb
6
comment Is C++11 Uniform Initialization a replacement for the old style syntax?
@RobertDailey: "if you did int foo(10), would you not run into the same problem?" No. 10 is an integer literal, and an integer literal can never be a typename. The vexing parse comes from the fact that Bar() could be a typename or a temporary value. That's what creates the ambiguity for the compiler.
Feb
6
comment Is C++11 Uniform Initialization a replacement for the old style syntax?
@RobertDailey: They don't all turn into initializer list statements. as I said, the only reason vector<int> fails is because the type of the initializer list is int, which conflicts with the constructor that takes a single int. So it would only be a problem in those specific circumstances. And, as Xeo points out, you can easily use a simple placeholder object as a way of differentiating between those containers.
Feb
6
comment Is C++11 Uniform Initialization a replacement for the old style syntax?
@JohannesSchaub-litb: Fixed.