2,359 reputation
527
bio website fxz.sufx.net
location Bucharest, Romania
age 29
visits member for 3 years, 1 month
seen 2 days 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.

Sep
15
reviewed Approve What does Quaternion.Lookrotation do?
Sep
11
reviewed Approve Game Lagging due to too much details
Sep
9
reviewed Approve 2D RGBA texture is gray in GLSL shader
Sep
5
reviewed Approve Manage game objects depending on visibility
Sep
5
reviewed Approve How to lock and unlock game levels?
Sep
5
reviewed Approve Calculate an approximate distance between two rigid bodies or OOB
Sep
1
reviewed Approve Game Maker: How do I make a score display move with the view?
Aug
26
awarded  Popular Question
Aug
20
reviewed Approve How can I prevent seams from showing up on objects using lower mipmap levels?
Aug
12
reviewed Approve Detecting key press only once in Libgdx
Aug
12
reviewed Approve How to calculate directional light frustum from camera frustum
Aug
12
reviewed Approve Play animation when click on each player with in maincamera unity3d
Aug
11
reviewed Approve Unity: how highlight effect should be applied to terrain mesh
Aug
8
reviewed Approve Algorithm to modify a color to make it less similar than background
Aug
7
reviewed Approve How to stop a object with progress bar so it can start instantly in unity
Aug
5
reviewed Approve Setting bounds to a label in libgdx
Jul
21
reviewed Approve What does the term “channel” mean when used in regards to computer graphics?
Jul
2
awarded  Curious
Jul
2
comment How to shade hair (line segments) correctly in GLSL
be sure you set your buffers correctly. For simple chains/hair-like topologies, you need an offset of one vertex for the second buffer. Also, the last vertex should be paired with the first.
Jun
27
reviewed Approve Understanding Perlin Noise