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Feb
21
reviewed Approve suggested edit on Triangle-triangle continuous collision detection
Feb
11
answered How can I estimate the difficulty of user-generated content in my puzzle game?
Feb
6
reviewed Approve suggested edit on What do the 6 points stand for in Polygon().getPoints().setAll?
Feb
4
revised 3d Water Simulation formula questions
added 209 characters in body
Feb
4
answered 3d Water Simulation formula questions
Feb
4
comment 3d Water Simulation formula questions
There is no + 1 in your function after Math.sin.
Jan
26
comment How to achieve anisotropic filtering
The scale of the texture looks different between the two pictures. With nVidia the texture is repeating faster than on Intel. Maybe there is something else wrong than the mipmap generation.
Jan
21
reviewed Approve suggested edit on How many leaderboards can I have in Android via Google Play?
Jan
18
comment How do I make a natural-looking map from some Voronoi regions?
Try merging some adjacent cells randomly.
Jan
16
answered LWJGL Adding Textures with VBOs
Jan
14
comment parametric 3D sphere unwrapping math for perfect 3D-textures
Even after your edit cube map satisfies all your requirements and is supported by the graphics hardware. Also there is no such thing as a perfect or the most accurate solution for this problem. Different solutions have different pros and cons and introduce different distortion.
Jan
13
comment parametric 3D sphere unwrapping math for perfect 3D-textures
I would store it in a cube map.
Jan
9
revised LWJGL Camera Rotation Issues
rolled back to a previous revision
Jan
1
reviewed Reject suggested edit on Bezier Curves for visual programming node connectors
Dec
30
awarded  Quorum
Dec
28
answered How should I determine the bounding rectangles for frames within a sprite sheet?
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.