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comment How to generate interresting procedural terrain
The biggest point to take away from this, IMO, is that biomes are an emergent feature of the terrain. I'm sick of biomes being a first-class element in the generation process - it leads to nonsensical and jarring terrain transitions.
May
29
comment How do I use graphics APIs to select the proper display device among multiple attached to a PC?
No, the Oculus SDK will give you the position and size and all you have to do is create a GLFW (or Win32, or SDL, or whatever) window in that area. And GLFW will give you the OpenGL context either way automatically with the creation of your window.
May
28
comment How do I use graphics APIs to select the proper display device among multiple attached to a PC?
For the Oculus Rift in particular the SDK just gives you a rectangle (position + size) with which you create a window in "desktop space".
May
26
awarded  Popular Question
May
19
comment ECS Reference another Entity's Properties
Why not try and think in terms of "getting damaged", not "damaging"?
May
15
answered Mining cubes out of marching cubes
May
10
awarded  Popular Question
May
8
revised GPU friendly bezier storage/evaluation?
added 1 character in body
May
8
revised GPU friendly bezier storage/evaluation?
deleted 12 characters in body
May
8
answered GPU friendly bezier storage/evaluation?
Apr
21
comment DirectX11 Equivalent of OpenGL code
Did you set the blend state in the device context?
Apr
21
awarded  Popular Question
Apr
15
comment How to orthogonalize the “up” vector in a camera based on “eye”, “look” and “up” vectors?
Note that if you normalize what you have called tmp, you get the camera's right/left vector (depending on the handedness of your cross product).
Apr
14
comment Hundreds or even thousands of “slow” running CPUs emulated on GPU?
@akaltar is correct, the GPU is unsuited for this kind of work. It works best when you have the same execution path but different data per "stream". If all your computers were doing the exact same operations in the same order, it would be good, but not in your case.
Apr
12
comment Is spatial partitioning for collision detection an appropriate way for objects to “know” whats around them even if they are not colliding?
Of course it's not the only way to do things, I was just pointing out how similar the two problems are and how they can be implemented in terms of one another. And yeah, any decent book on collision detection should cover spatial partitioning and broad phase detection, which is what you're looking for.
Apr
12
answered Is spatial partitioning for collision detection an appropriate way for objects to “know” whats around them even if they are not colliding?
Apr
8
comment SDL2 - Windowed mode, VSYNC active, refresh rate 56hz instead of 60hz
SDL_GetTicks() is unsuitably imprecise. What happens when you calculate the refresh rate using SDL_GetPerformanceCounter() and SDL_GetPerformanceFrequency()?
Apr
7
comment render/draw or input first?
You're not presenting the same image over and over again. In the more prevalent case, where the refresh rate is higher than the update frequency, you are interpolating between the last two "snapshots". While this adds a worst-case latency of your update interval, it keeps physics deterministic and stable. This page goes into a lot more detail: gafferongames.com/game-physics/fix-your-timestep
Apr
7
comment render/draw or input first?
IMO, you have Update() and Render() flipped around. You should be updating at a fixed interval, and rendering as fast as possible, with interpolation. Of course, your update frequency may be higher than your refresh rate, but it should still be fixed. This makes your integration (such as in physics simulation) much more deterministic.
Apr
3
comment Move 2d tank with independently controlled treads
Good call, I wasn't thinking about that.