2,349 reputation
11137
bio website danijar.org
location Berlin, Germany
age
visits member for 2 years, 1 month
seen yesterday

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.

Website · Github · Coursera · Careers · Xing


Jul
25
awarded  Popular Question
Jul
16
awarded  Notable Question
Jul
2
awarded  Curious
Jun
28
awarded  Yearling
Jun
1
awarded  Popular Question
May
24
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
Apr
26
revised How to efficiently render a large terrain mesh?
deleted 12 characters in body
Apr
26
revised How to efficiently render a large terrain mesh?
made title to match actual question more precisely
Apr
26
revised How to efficiently render a large terrain mesh?
added 133 characters in body
Apr
25
revised How to efficiently render a large terrain mesh?
added 133 characters in body
Apr
25
revised How to efficiently render a large terrain mesh?
added 133 characters in body
Apr
25
revised How to efficiently render a large terrain mesh?
added 133 characters in body
Apr
25
answered How to efficiently render a large terrain mesh?
Apr
23
comment SFML fail to load image as texture
Make sure your newer changes haven't introduced a memory leak.
Mar
28
revised Component based game engine and dependencies - singletons
deleted 11 characters in body
Mar
28
comment Can I optimize my voxel meshing regardless of different textured blocks?
In the long run using a texture array over a texture atlas might be the best option. Not only does it prevent bleeding artifacts, it'll also allow shaders to GL_REPEAT textures properly. I will address this in some of the next releases of my game.