2,359 reputation
527
bio website fxz.sufx.net
location Bucharest, Romania
age 29
visits member for 3 years
seen 17 hours ago

Gameplay programmer. 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.

2d
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.
2d
reviewed Approve Android: How to scale the imageView?
Mar
24
reviewed Approve OpenGL streaming from multiple windows
Mar
20
comment What is better? Lots of small TCP packets, or one long one?
So, the best things that you can do are: indeed, use TCP just for crucial operations OR use an UDP based software protocol implementation (with Enet being simple and UDT being well tested). But first, measure the loss and decide whether UDT would bring you an edge.
Mar
20
answered What is better? Lots of small TCP packets, or one long one?
Mar
20
accepted Moving OBB vs. triangle intersection test
Mar
20
answered Moving OBB vs. triangle intersection test
Mar
20
reviewed Approve How to export HAXE code to other languages?
Mar
20
reviewed Approve How to export HAXE code to other languages?
Mar
20
reviewed Approve Hot to make a function in Haxe that reads content from text file and does something with each line?
Mar
19
reviewed Approve How to make touch events work in a match three type game
Mar
15
reviewed Approve Clipping a SpriteBatch Draw() in XNA
Mar
13
awarded  Custodian
Mar
13
reviewed Reviewed Elegantly simulating NPC movement in inactive areas
Mar
13
reviewed No Action Needed How to move an object to a position?
Mar
13
awarded  Yearling
Mar
13
reviewed Approve 2d camera shaking back and forth
Mar
13
reviewed Approve How did LoZ: A Link to the Past handle sub-tile collisions?
Mar
13
comment Moving OBB vs. triangle intersection test
these are quite promising suggestions.Again, there's a "however" involved: it is not at all sufficient to do the intersection of the prism's "curvy" edges with the OBB/AABB. Simply imagine a translation of a triangle that intersects the box by first hitting a corner. Or if the triangle is simply larger than the box. I do have a somewhat working solution involving Dave Eberly's suggestion, but with totally different separating axes. BTW, thanks a lot for your comments and answer, I appreciate them a lot!
Mar
12
reviewed Approve Processing - implement a first person camera?