| bio | website | fxz.sufx.net |
|---|---|---|
| location | Bucharest, Romania | |
| age | 27 | |
| visits | member for | 1 year, 2 months |
| seen | 1 hour ago | |
| stats | profile views | 97 |
Graphics programmer. Main interests:
- physics based animation (deformable objects, kinematics)
- mathematics of CG applications (simulation, games, etc.)
- shader programming
- discrete differential geometry (manifold properties)
- robotics
Programming languages:
C++, PHP, C#, Objective C, Python, Java, Javascript/CSS/HTML, MATLAB, SciLab
Database:
MySQL, OracleSQL, MSSQL
Shading languages:
Cg, GLSL, HLSL
Libraries, engines, frameworks, tools:
OpenGL (CG library) , WiiBrew (HCI library), Ogre (CG Engine), Blender 3D (CG tool), GIMP (CG tool), Codeigniter (PHP framework), dotNet (C#, WPF especially)
.. strong Math skills (advanced Mathematics, Geometry and Calculus and Algebra)
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Sep 6 |
comment |
Rain effect using DirectX 9 capabilities Yep, thanks, that's exactly what the article proposes. Let me rephrase it, is there any way to move the heavy stuff on the GPU, and not burden the CPU with context switches and individual updates? |
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Sep 6 |
comment |
Rain effect using DirectX 9 capabilities That's clear, however, is there an open door for optimizations here? I have extensively tried and benchmarked particle systems (on the CPU) and posprocessing using direct X9, the capability I'm talking about is the one to generate sprites on the fly and update the particle positions in a more parallel fashion, via the vertex shader, as done in that article. That should result in a sensible speed up. |
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Sep 5 |
asked | Rain effect using DirectX 9 capabilities |
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Sep 4 |
comment |
How to derive euler angles from matrix or quaternion? +1, not only numerical accuracy, but there's quite a frequent issue of having two quats (q and -q) representing the exact same orientation. Most libraries give randomly either of the two as a result from a matrix-to-quat and vice-versa conversion. So one more reason not to use plain quats.. also, use them only for special reasons (e.g. slerp, multiple slerp, etc.) |
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Sep 3 |
answered | What is the necessary know-how to write an animation library ( IK & FK ) ? - in C++ |
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Sep 3 |
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Using bone joints A complete answer for this question means writing a chapter. Google these terms: skinning, md5 model, bones, skeleton, blending. You need to understand some concepts: hierarchical transformations, bone matrices, pose of an object, orientation quaternion, vertex blending/skinning. Try to understand what a hierarchical transform (parenting) system is first, then post your questions here. |
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Sep 3 |
accepted | How is the terrain generated in Commandos and Commandos game clones/look-alikes? |
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Sep 2 |
comment |
How is the terrain generated in Commandos and Commandos game clones/look-alikes? Very useful pieces of information. I second you on the perspective flaws coming from the parallel/orthogonal projection (but there's no big disadvantage as the camera always points towards a relatively narrow area of houses, trees, etc. so there's not that much of a perspective inconsistency). Thanks for the engine suggestion (and sorry about ruining your 666 points counter ;) ). |
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Sep 2 |
asked | How is the terrain generated in Commandos and Commandos game clones/look-alikes? |
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Aug 30 |
comment |
C++ unmanaged inside winform For better support, also try stackoverflow, this is a good candidate question for that site. |
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Aug 30 |
answered | Calculating a line's normal for the purposes of collision |
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Aug 30 |
comment |
Calculating a line's normal for the purposes of collision The normal is not consistently defined if what you have is just a pair of (A,B) points. But you can choose one in your 2D plane, e.g. the one pointing at the left w.r.t to your BA vector. |
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Aug 30 |
answered | get coordinates of origin of coordinate system in second coordinate system by knowin matrices of one point in bith systems |
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Aug 28 |
comment |
Render a 3D scene in multiple windows - extended panoramic view Nice answer, thanks. I guess there are two options: 360 view where the cameras have a common center and "wide" where the cameras are parallel to each other (sharing a translation line). |
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Aug 28 |
revised |
Render a 3D scene in multiple windows - extended panoramic view Explanatory image |
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Aug 28 |
comment |
Game Engine which can provide 360 degree projection for PC @NeverQuit see my question gamedev.stackexchange.com/questions/35105/… . I asked it at the same time. I do believe it's the same thing that you want. I don't need an engine, I want the approach. I have the engine (it's Ogre and it works.. well). Your expensive engine should do equally well, if not better.. since it's not a problem of technology capabilities, but a problem of viewports, windows, cameras and some maths. You could follow any answers to my question as well. |
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Aug 28 |
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Render a 3D scene in multiple windows - extended panoramic view Yes and no: it confirms that multiple cameras are to be used, but gives no hints on what the actual steps of updating such a CAVE system containing multiple cameras should be (how the cameras are positioned and oriented w.r.t. to each window's properties (fov, viewport settings, etc.) ). Perhaps I have to derive the equations by hand and then see whether they're complicated or kind of easy to understand (relative transformations are easy, but viewport computations are not my strong point currently, hence my question in this form). |
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Aug 28 |
asked | Render a 3D scene in multiple windows - extended panoramic view |
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Aug 27 |
comment |
Regarding cel-shading of existing games If you mod the game, then yes. Otherwise, what you're saying is equivalent to:"why don't gaming companies release games with the toon shaded version as an option for the users?" On the vertex shader side you can't reduce any geometry. What you gain is the fact that you could use less detailed textures. Toon shading means, per se, ruling out a lot of complex lighting and effects computations in the first place. |
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Aug 27 |
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how to get started with a game engine As Byte56 pointed out in a previous pertinent comment, this question starts debates and subjective polemics. My honest and experience based suggestion (might not work for you): read a game engine design book, study an engine or two, see what you really need and implement first the basics (managers, controllers). A good book is Dave Eberly's geometrictools.com 3d game engine design (he has a didactic engine called WildMagic). Then study some light engines and take a look at Ogre and Irrlicht. |