2,359 reputation
627
bio website linkedin.com/in/teodorc
location Bucharest, Romania
age 29
visits member for 3 years, 2 months
seen 3 hours ago

Mathematics Researcher. Main interests:


  • physics based animation (deformable objects, kinematics)
  • mathematics of CG applications (simulation, games, etc.)
  • shader programming
  • discrete differential geometry (manifold properties)
  • robotics

While you're here, please stop saying these two things

  • quaternions avoid gimbal lock
  • premature optimization

why?

  • gimbal lock is related to a mechanism, quaternions are just an algebraic/geometric description of an angle-axis rotation. So they do not avoid it since the mechanism itself cannot.
  • if it's an optimization, if it's common sense, just implement it! Better do it now, than to look for it desperately later.

1d
reviewed Approve How to detect if I click on an object (2D) using Raycast?
May
22
comment Can I render 3D objects in Ray Casting engines?
Probably objects as NPCs and other things were displayed as sprites since it was easier to represent them as quads anyway without having to complicate the ray cast queries. The term istelf, ray casting, is broad (see en.wikipedia.org/wiki/Ray_casting). Are you referring to non-recursive ray tracing in this context? The very short answer to your question is a definite yes. The details and drawbacks are sufficient to fit in a (large) book discussing ray tracing and its history and related methods.
May
22
reviewed Approve Strategies to Defeat Memory Editors for Cheating - Desktop Games
May
11
reviewed Approve Calculating the rotational force of a 2D sprite
May
10
awarded  Taxonomist
May
6
reviewed Approve 2D HLSL World position
May
6
reviewed Approve Is it possible to retrieve shader function names associated with a technique pass using the DirectX Effect API?
Apr
29
reviewed Approve Java libgdx Game Screens and rendering tile map
Apr
29
reviewed Approve A 2D Camera Follow Script That Does Not Rotate?
Apr
29
reviewed Approve A 2D Camera Follow Script That Does Not Rotate?
Apr
23
reviewed Approve How do I use rigidbody2d.AddForce to apply a force in the direction the object is facing?
Apr
19
reviewed Approve Problem with keyListener
Apr
19
reviewed Approve XNA game structure question
Apr
13
reviewed Approve Is sidescroller movement just offsetting the background?, MonoGame/XNA
Apr
13
comment Circle-Circle collision resolution
Remark: answers that are not answers, but dialog, should be comments. Alternatively, use the chat for detailed, more private discussions. When people read the "answers" section, they expect something a bit different.
Apr
8
reviewed Approve Why do some networked games use interpolation and some use pathfinding for remote movement?
Apr
1
comment How is game logic usually distributed around files
To actually understand what an answer to your question may look like, just consider the fact that people have actually written (fairly good) books on the subject: amazon.com/Game-Engine-Architecture-Jason-Gregory/dp/1568814135 and amazon.com/Game-Engine-Design-Interactive-Technology/dp/… being two well-known titles. You could read at least parts of them and then judge by yourself what best fits your personal style and needs.
Apr
1
comment How is game logic usually distributed around files
It's improbable there's a panacea design that can serve as a proper answer to your question. Granted, C++ may tempt programmers to adopt certain ways of organizing files (due to separate .h, .cpp, .inl etc. meanings its source files have). There are many open source projects that you can analyze for what you're looking. There's an SO question similar to yours: stackoverflow.com/questions/14477110/… . The takeaway is: a game is just a program with logic like any other. It also uses design patterns and best practices as other products do.
Mar
29
comment How do 3D games create the illusion of depth?
Probably the technical answer is simply perspective projection" (Google has a lot on the topic). You are most likely interested in *monocular depth perception (en.wikipedia.org/wiki/Depth_perception). Besides the Mathematics behind the technical explanation, depth perception is very close to being an art: photographers have a gut feeling of it and make use of different strategies when composing their photos. So, technical answer: perspective projection 3D to 2D. Nontechnical: the touch of an artist.
Mar
24
reviewed Approve OpenGL streaming from multiple windows