4,263 reputation
11332
bio website
location
age
visits member for 3 years, 10 months
seen 3 hours ago

Dec
27
answered Controls: Rolling on a ceiling
Dec
26
answered What are the pros. and cons. of different representations a custom geometry format for a mobile based engine?
Dec
26
comment Why not use vectors to represent orientation?
Rotation can also be used for orientation. Transformation usually means orientation/rotation + translation when talking about objects. Scale is also often included, if it's an allowed operation in the context.
Dec
22
comment How do Raymarch shaders work?
Iñigo Quilez has written excellent tutorials about that. See iquilezles.org/www/articles/raymarchingdf/raymarchingdf.htm, iquilezles.org/www/material/nvscene2008/nvscene2008.htm and iquilezles.org/www/articles/distfunctions/distfunctions.htm. These cool shaders are not just any raymarching, but specifically raymarching distance fields, also called sphere tracing.
Dec
19
comment Why not use vectors to represent orientation?
No. Direction is not the same as orientation.
Dec
16
comment JME3 Transparent Image Shows Geometries Behind
I didn't find anything suggesting it's deprecated. Do you have a reference for that? Anyway, did it solve the problem?
Dec
13
awarded  Popular Question
Dec
13
comment JME3 Transparent Image Shows Geometries Behind
I haven't used JMonkeyEngine, but some googling reveals that you should specify QUEUE_TRANSPARENT for Spatial.setRenderQueueMode() for the box.
Dec
13
answered JME3 Transparent Image Shows Geometries Behind
Dec
11
comment Color bleed on voxel edges when using anti-aliasing
See gamedev.stackexchange.com/questions/46963/…
Dec
10
comment Rendering order
See also gamedev.stackexchange.com/questions/43635/…
Dec
10
comment Rendering a model with transparent or translucent uv map applied doesn't work
First enable backface culling. That should make it a lot better, but still wrong. Then proceed to solving the sorting issue if you still need to.
Dec
8
comment Do videogames use numerical solutions?
Numerical solutions are used in video games although not that often. The most typical case for me has been computations related to spline curves. E.g. finding the closest distance to a curve or moving with constant speed along the curve needs numerical methods to solve.
Dec
8
revised Finding roots/zeros for collision detection?
Removed tags from title
Dec
8
revised Finding roots/zeros for collision detection?
Added tag
Nov
23
revised Drawing cube map and texture array on NVidia cards doesn't work
Embedded image
Nov
22
comment Wrong UV mapping when using small textures and positions
@ratchetfreak Oops, I was supposed to link to the whole question, not just to a single answer.
Nov
22
comment Wrong UV mapping when using small textures and positions
See gamedev.stackexchange.com/questions/46963/…
Nov
21
comment Texturing Custom Meshes/Terrain?
Maybe Triplanar texture mapping would be useful for you. See e.g. memoirsofatexel.blogspot.fi/2010/08/… or Google for more.
Nov
20
comment How does HLSL handle clip(vector)?
You can specify custom clip planes with GLSL using gl_ClipDistance. This link looks like a fine introduction to this feature of OpenGL.