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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.
Nov
12
answered fast java2d translucency
Nov
11
comment Scalability of multi-threading in game server
@Byte56: That link seems to be about client threading, whereas this question seems to be about scalability of threads on server. Regarding number of threads in Java, search for Non-blocking I/O (NIO) versus Blocking I/O. E.g. stackoverflow.com/questions/4752130/…
Nov
7
comment StringBuffer behavior in LWJGL
You really should learn to utilize debugger well. It would have revealed the problem by inspecting the content of the array and also how that null character got there.