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Get to know Vexator...  
Full Name Matthias Ferch
Nickname Vexator 
State/Province, Country Baden-Wurttemberg   Germany
GD Gathering City Heidelberg, Baden-Wurttemberg, Germany
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ICQ ID 136867303 
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213  
Member Since 5/24/2005 12:45:00 PM
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Some recent topics started on our forums
Visual Studio 2010 creates both .lib and .exe I'm using Visual Studio 2010 Express. For whatever reason, the linker does not only create an executable file (.exe) as instructed, but also a library file (.lib). I've triple-checked the configuration settings but can't find what's causing this... 
Posted December 21, 2010 6:55:56 PM
Programmer looking for artists to create a fun little multiplayer game Project name: Unnamed. Brief description: I'm an engine programmer looking for one ot two artists to create a fun little multiplayer game inspired by Forsaken and Future Cop LAPD (in case anyone remembers these :) The idea is to have playe... 
Posted November 28, 2010 6:16:20 PM
Naming structures An image is uploaded to a texture. An index array is uploaded to an index buffer. A vertex array is uploaded to a vertex buffer. shared_ptr<Texture> addTexture( shared_ptr<Image> image, ClampMode clampMode, Filtering filtering, float... 
Posted July 18, 2010 3:59:37 PM
A compromise between component-based entity systems and object-oriented designs I've been reading a lot lately about component-based entity systems as opposed to classical object-oriented approaches. I don't like the classical approach for the reasons stated by numerous posters but I've never warmed to the component-based design... 
Posted July 12, 2010 4:59:41 PM
macros: check if variadic parameter is supplied i'm using boost::format to create logging messages, like this: Engine::getLog()->write( Log::CONSOLE, wformat(L"Failed to save resource: '%s'") % filename ); In ordner to hide all the formatting and to add some extra stuff, i wrote the fol... 
Posted June 13, 2010 3:06:34 PM
Rendering text without a recreation of the vertex buffer Hi! I am looking for a way to render text efficiently. so far I've tried two options, both of them being neither fast nor very elegant: option #1 - Create a vertex buffer which contains all the glyphs at startup and then render each glyph indiv... 
Posted May 22, 2010 6:04:27 AM
Freetype 2: Creating a hash map to access glyphs from unicode characters hi! i've finished a basic font rendering system using Freetype 2. So far I just specify all the characters to be loaded from a font face in an array. I would like the system to be more flexible though, and allow not only for extended roman lett... 
Posted May 15, 2010 5:51:25 AM
Wunderwerk Engine - Backyard Demo I completed a small demo of my game engine for a school application. The demo shows dynamic lighting and shadows, the physics system and some post-processing effects including light bloom, depth of field and dynamic reflections. It uses my old framew... 
Posted March 10, 2010 10:49:58 AM
Rendering a skybox on a fullscreen quad Hi! I want to render a skybox on a fullscreen quad using a cube map. How can I compute the view vector for the cube map lookup? usually I'd do camPos-vertexPos (or wouldn't I?) but as the vertices do not correspond to an actual box I need to fin... 
Posted March 6, 2010 2:04:42 PM
Concept art for a futuristic hover tank Hi! I'm actually a programmer, but for my application for university I'd like to create a little game to show off my skills. for the game i have in mind, I'll need a futuristic hover tank model. i can model it myself (it's gonna take a while, though... 
Posted October 15, 2009 5:10:21 PM
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Some recent replies made on our forums
Visual Studio 2010 creates both .lib and .exe Thanks for the quick response! I don't, though. Does this also happen if my application links to libraries which do this? 
Posted December 21, 2010 7:01:01 PM
Programmer looking for artists to create a fun little multiplayer game @Portugal Stew Sorry for that, just fixed it. Here's a direct link: http://www.lamera.org/vexator/BackyardDemo.rar 
Posted November 29, 2010 11:15:30 AM
Portfolio critique, please. I don't like your style of writing. I'm not a native speaker so maybe it's just me, but it just feels a bit too informal. What does have a link to a funny cartoon of Luigi on skis to do on a professional portfolio? 
Posted August 28, 2010 8:49:28 AM
glLoadIdentity and glTranslatef bear in mind that matrix stack operations have been depreciated a while ago and do not work in the opengl 3.0+ core profiles! better grab GLM or a similar library to do the job. 
Posted August 28, 2010 8:36:34 AM
Opengl and Scenes nope, that's the way you do it. when you've advanced a bit (well quite a bit) you can have a look at things like instancing to speed up rendering the same model several times a frame but in general, this is how it's done. you load your meshes from fi... 
Posted August 6, 2010 1:56:08 PM
New Futurama episodes I wouldn't call these "plot holes" because it's obvious the makers are aware of them and because such inconsistencies are so frequent in futurama that i rather consider them to be running gags. it's like when the professor explains what just happened... 
Posted August 6, 2010 1:53:00 PM
Little oddities when going VC2008 to VS2010? Fixable? personally, i miss the error/warnings count as well. felt good after fixing a few things to see the error count decreasing :) 
Posted July 19, 2010 5:43:00 AM
Naming structures Quote:Original post by Sneftel What makes this any less a "Mesh" than your other "Mesh"? One structure contains actual data (vertices, indices, pixels) while the other merely contains references to buffers in graphics card memory. So while the fi... 
Posted July 18, 2010 4:12:15 PM
A compromise between component-based entity systems and object-oriented designs Quote:Original post by Hodgman I modeled mine around the way that physics middleware works (in my experience). Usually you don't set up hierarchies of objects, you just create joints/constraints between them. Ok, that is a convincing argument. ... 
Posted July 13, 2010 7:27:39 AM
A compromise between component-based entity systems and object-oriented designs Thank you all for your replies! So your basic concern with my approach is the confusion caused by hierarchies. But what exactly is the difference between my approach.. |--- RenderComponent( "chassis", chassisMesh ) |--- TransformComponent( "... 
Posted July 13, 2010 5:17:23 AM
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