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Mar
5
reviewed Reject In unity game appears dark exporting to ios what happened?
Mar
3
reviewed Approve How to install Unreal Engine 4?
Mar
1
comment Find the largest empty space inside a cube populated with a point cloud?
What are the rules for defining the concept of "empty space" in your context? That is, how do two different "empty space" regions know they're separate? The question is potentially very interesting, but I think it needs this extra bit of clarification to benefit from correct answers.
Feb
24
reviewed Approve Object orientated design for RPG character creation
Feb
23
reviewed Reject Why are character-classes used in game design?
Feb
21
comment How can you visualize a quaternion?
Spot-on answer! This way, people can also understand the SLERP mechanism because they can picture quaternions on a 3D sphere, while the spin can be seen as the scalar rotation motion by that vector (guess it's something similar to what some mathematicians call a rotor -> geometricalgebra.net/quaternions.html ).
Feb
20
comment Is the rendering of distorted point clouds more complex?
thanks, but I am not in a position to answer your question. What I fear is that other people would not understand the terminology. Once again, could you explain in one sentence or even a picture what you mean by "distortion of points" that "may have an impact on depth or occlusion"? As I said, a sphere has way less points than a ball, so there's a higher amount of points to be processed. In a way, probably this might help you: http.developer.nvidia.com/GPUGems/gpugems_ch29.html. Cheers!
Feb
19
comment Is the rendering of distorted point clouds more complex?
Could you clarify what you mean by "distortion of points" and why you suspect it alone could affect the complexity? Also, ball vs. sphere usually means the ball has (a lot) more points than the sphere cloud. That alone could be a trivial difference.
Feb
13
reviewed Approve How can I create a precise touch in Unity
Feb
13
comment How can I model the physics of an air blower?
Sam Hocevar offered an almost exhaustive list of things that could be done to achieve your goal. I'd like to take a shot on answering this without using the really accurate and correct way of doing things (large eddies might be an overkill, but I'm not an expert). Would having a 3D grid/lattice where you sample the wind speed be actually enough for you? If yes, I could sketch a very simplistic approach that only requires you to integrate some vector fields over time (the same as they do in Visualization - en.wikipedia.org/wiki/Streamlines,_streaklines,_and_pathlines ).
Feb
11
reviewed Approve Is there a way to display navmesh agent path in Unity?
Feb
11
comment Depth write and depth test in Unity
thanks for the tips and tricks, I hope someone else will find this also helpful!
Feb
11
accepted Depth write and depth test in Unity
Jan
10
comment Programming Dynamic 3D Water/Waves?
If it's something rather simple you want, I suggest Gerstner waves (see gamedev.stackexchange.com/questions/69827/…). Another related question gamedev.stackexchange.com/questions/51316/… . In the end, you can get something like this.
Jan
10
reviewed Approve XNA texture garbage collection
Jan
6
reviewed Approve How to approach players beeing overlapped by high isometric tiles?
Jan
5
reviewed Approve Mouse position to grid position not working
Jan
4
comment Can someone explain to me how setting shader parameters aren't a bottleneck?
While the answer is valid, the question and even a part of your answer contain an error: "Setting shader parameters is a bottleneck" - the subject here is the gerund "setting" that has a noun role and is the subject of that sentence, therefore it's singular :). Just your friendly grammar nazi here.
Jan
2
reviewed Approve what is the very last element of a 4x4 transformation matrix for?
Jan
2
comment How to implement this kind of ripples with a GLSL fragment shader?
Great effort! +1