1,066 reputation
110
bio website
location Munich, Germany
age 27
visits member for 1 year, 4 months
seen 2 days ago

Programmer at Realmforge Studios mostly doing engine and graphics programming.


Feb
11
answered Do I need threads in Hangman game?
Feb
6
comment Z-order with Alpha blending in a 3D world
OIT is good when a sorting by object or by polygon is not possible because there is no single correct order for the polygons, eg two transparent polygons intersect or when rendering really complex transparent meshes. In your case this is not the case. You will not be able to implement it on a mobile device and it is much slower than smartly batching the sprites into as few draw calls as possible.
Feb
6
comment Z-order with Alpha blending in a 3D world
This is much more efficient than rendering every sprite separately and this technique isn't very cpu intensive. Draw calls are expensive because they cost a lot of cpu time.
Feb
4
answered Z-order with Alpha blending in a 3D world
Feb
4
answered Issue with interpolation on a burn shader (lerp and smoothstep)
Jan
21
comment What is the purpose of inertial space and what are its uses?
I think this term was used in the book '3D Math Primer for Graphics and Game Development' but I don't think it is really used in rendering.
Dec
19
revised Why not use vectors to represent orientation?
Removed the part that is not related to the question because of clarification by the questions author.
Dec
19
revised Why not use vectors to represent orientation?
added 688 characters in body
Dec
19
revised Why not use vectors to represent orientation?
added 287 characters in body; deleted 285 characters in body
Dec
19
answered Why not use vectors to represent orientation?
Dec
7
awarded  Yearling
Oct
22
answered Computing pixel's screen position in a vertex shader: right or wrong?
Oct
22
comment Implementing skeletal animation and GPU skinning (DOOM MD5)
I suggest you write a little test where you transform the bone positions and rotations on the cpu and render helper objects to figure out where the problem lies.
Oct
22
comment Implementing skeletal animation and GPU skinning (DOOM MD5)
I'm pretty sure += is wrong here as it is applied to the transformation not to the transformed vertex as I did it in my proposal. The transformations itself can not simply get scaled and summed together, think about what happens when scaling a rotation matrix. Summing the weighted resulting vertices using += is a barycentric combination that results in the final vertex.
Oct
22
answered Implementing skeletal animation and GPU skinning (DOOM MD5)
Jun
21
comment How to check whether a ray cast hits a specific side of an object?
But, you are right, when you only compute the part of the cross product required for the test it would be cheaper but only if the 90° check is enough.
Jun
21
comment How to check whether a ray cast hits a specific side of an object?
Cross product: 6 multiplications, 3 additions. Dot product 3 multiplications, 2 additions. The normalization is most likely required as I interprete "is the character facing me" as "is he looking eg max 45° into my direction" not up to 90°.
Jun
21
answered How to check whether a ray cast hits a specific side of an object?
Jun
21
comment How to check whether a ray cast hits a specific side of an object?
Just take the dot product between ray direction and object forward?
Jun
18
comment How can I debug _why_ glDrawArrays is very slow?
When discarding a potentially used buffer causes problems on "that ancient hardware" the best way will be to just use multiple buffers and rotating them.