2,409 reputation
21240
bio website danijar.org
location Berlin, Germany
age
visits member for 2 years, 3 months
seen 4 hours ago

Hey, I'm Danijar Hafner,

a German undergraduate with strong interest in developing complex computer systems and robotics. My further technical interests are Machine Learning, Computer Vision and Cognitive Science. Currently, I am coding an open source video game but I like creating new things in general.

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3h
comment How do multi-platform games usually store save data?
@PixelPerfect3 I think that depends on the size of your savegames. Consider not only disk space but also read and write times. I'd use a binary format where the first n bytes are a header that doesn't change between versions. In the simplest form, that would just be the first byte saving the version.
6h
awarded  Taxonomist
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awarded  Famous Question
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30
awarded  Explainer
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24
awarded  Autobiographer
Aug
22
comment How are entity systems cache-efficient?
Related gamedev.stackexchange.com/q/61196/17516
Aug
22
comment How can I use the graphics pipeline to render volumetric data based on a density function?
Started reading your answer, I imagined a triangle shaped monitor ;) Does it have an advantage to use only a single triangle instead of two which cover the screen without discarding pixels?
Aug
22
comment how to make blocks like “redstone” working in a minecraft-like game when the block is very far-away from your character
The approach would work. As data structure, I could also think of a linked graph which represents the wire connections. Therefore, I'd be easy to find connected components for simulating.
Aug
19
reviewed No Action Needed Compute directional light frustum from view furstum points and light direction
Aug
6
awarded  Nice Question
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25
awarded  Popular Question
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awarded  Notable Question
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awarded  Curious
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awarded  Yearling
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awarded  Popular Question
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awarded  Notable Question
May
3
answered How can I avoid repeatedly setting up SDL in VS 2013?
Apr
28
revised Why haven't graphics cards been designed for voxel rendering?
fixed link
Apr
27
comment How to avoid texture bleeding in a texture atlas?
@TimKane Split atlas into the tiles. For each mipmap level, downsample the tiles bilinearly, combine them, and upload that to the GPU specifying the mipmap level as parameter to glTexImage2D(). The GPU automatically chooses the correct level based on objects size on screen.
Apr
26
revised How do I make a character follow behind another?
retagged