2,202 reputation
422
bio website fxz.sufx.net
location Bucharest, Romania
age 28
visits member for 2 years, 4 months
seen 21 mins ago

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)


Feb
13
reviewed Approve suggested edit on Find out which way to rotate based on current rotation and final rotation
Feb
13
reviewed Approve suggested edit on Destroying non-monobehaviour derived classes
Feb
13
reviewed Approve suggested edit on LibGdx Android Phone Resolution problem
Feb
12
reviewed Approve suggested edit on problem with git on a unity project
Feb
11
reviewed Edit suggested edit on Can I rely on SoundEffects being stopped when unloaded?
Feb
11
revised Can I rely on SoundEffects being stopped when unloaded?
minor grammar suggestions
Feb
10
asked Depth write and depth test in Unity
Feb
10
reviewed Approve suggested edit on Proper updating of GeoClipMaps
Feb
4
answered Gerstner wave function simplified?
Feb
2
comment RK4, Derivatives, Understanding Game Physics
If games is what you're after, RK4 is an overkill and, due to its cost vs. stability ratio, not the best choice either for those sudden and sharp changes in your acceleration. If you're looking for a discussion on which type of integrators are worth choosing from, as well as how to build a rather simplistic simulator, I can recommend a technical report on exactly these problems: arxiv.org/pdf/1311.5018v1.pdf
Jan
29
comment Is the source code of the Source Engine available?
@BDillan indeed, some people learn that the hard way.. although companies will hire you to work with huge piles of engine code you don't understand and don't have the time to and end up just debugging.
Jan
20
awarded  Popular Question
Dec
12
comment How do I check if a surface is sloping?
If your surface is triangulated, you can always compute the normal vector which is pointing upwards, towards the sky. You can then take the magnitude of its z (or whichever axis is up for you) component and use it as a slope measure with 0 being perfectly vertical and 1 being perfectly flat/horizontal.
Dec
10
comment Optimising meshes
There's the probably most mainstream simplification algorithm (you can call it award winning): the Quadric Error Metric simplification heuristic (and its vertex-attribute flavours worth mentioning): google.com/…
Nov
18
comment Implement continuous integration (smoke test)
In a large game, the effort put into writing the tests doesn't scale in an encouraging manner. Hence the army of testers that think of or mistakenly do things the coders don't even manage to take into account. Thus, invest in having good bug reporting tools, as you're most likely not going to keep up the pace with writing test cases for new features (a game has to get on the market in a predetermined amount of time and apart from official patches, there are no versions of that game getting released afterwards). Business apps and game development need different strategies.
Nov
18
comment Implement continuous integration (smoke test)
Those practices are more often than not skipped by game developers since they require too much effort with too little benefits. An AAA game relies on bug reporting and debugging tools rather than hand crafted tests for each and every component in it. The real tests are literally done by hired players, which are given appropriate reporting tools.
Nov
14
revised What are some ways to texture map a terrain?
added 886 characters in body
Nov
11
answered What are some ways to texture map a terrain?
Nov
8
comment What are some ways to texture map a terrain?
Your mapping issue isn't at all trivial. It can't be properly answered in a few paragraphs. I recommend you take a look at harmonic mappings and what is explained in this paper: cs.ubc.ca/~sheffa/papers/TOG02.pdf
Nov
8
revised What are some ways to texture map a terrain?
the question is about texture mapping more than it is about shading