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bio website ericundersander.com
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Howdy! I've been making video games for over ten years. I've shipped six major game titles including Madden NFL and Kingdoms of Amalur: Reckoning. Visit www.ericundersander.com to contact me or learn more!


Dec
1
comment Tangent on generated sphere
It would help if you post your Earth cube map images here, or link to them (all six faces). We need to know the projection that was used for each of the six faces.
Dec
1
comment Tangent on generated sphere
What exactly is your cube normal map? ... Perhaps you've just found a 2D bumpy texture (intended for 2D normal mapping) and are using it for all six faces of the cube. In this case, you have some flexibility in improvising tangent vectors, because it shouldn't really matter how the bumpy noise is oriented on the surface of the sphere. ... Alternately, if your cube normal map is something specific like an image of the globe (with continents raised above the sea), then the six faces must have been generated for use with very specific tangent vectors.
Oct
2
answered Game Architecture doubt on variable access
Jun
12
awarded  Caucus
Jun
5
comment Best way to gain C++ working experience for a job in games (coming from C#)
You sound skeptical, bobobobo, but your link about the vtable pointer bug is a great example of how knowing the internals of virtual function calls is useful. Consider a similar bug where, instead of the vtable pointer being null, it's garbage. One way to realize it's garbage would be to step through the disassembly of the virtual function call and see your program go off into nowhere instead of going to a valid vtable or a valid method.
Jun
2
awarded  Good Answer
Jun
2
awarded  Nice Answer
Jun
1
answered Best way to gain C++ working experience for a job in games (coming from C#)
Jun
1
answered Type of 3D Rotation Animation used in this video
May
15
comment How to deal with pushing objects out of collision in a physics engine
Just a shot in the dark here: how do you process your contact points? Do you loop through all contact points, processing each in isolation? Or do you solve the whole system at once? I'm thinking about the case of a box resting on the ground, presumably with a contact point at each of the 4 corners.
May
15
comment How to deal with pushing objects out of collision in a physics engine
True, objects in resting contact are "falling continuously" in a sense, but you're detecting the resting contact every single frame and applying a contact impulse to stop the falling. An object should never get a chance to pick up any speed as described in your falling-down-a-mountain case.
May
15
answered How to deal with pushing objects out of collision in a physics engine
May
12
answered How to make camera rotation independent from frame rate?
May
11
comment Client-side physics simulation
bummzack, the client will need to update each body's position and angle using its linear and angular velocity. (Do this every frame while waiting for the next server update.) In addition, velocities could be updated by gravity (and perhaps damping?), although the effects of these might be negligible over such short duration. This work is so simple that you're right, OP could probably code this himself rather than using box2d if he desired.
May
11
answered Client-side physics simulation
May
11
answered Ogre: Light not reflecting correctly
May
3
answered Rectangle collision is not working correctly
May
3
answered How to progress an entity-component gamestate in a turn-based game?
May
3
comment Mouse Aiming Causing Rotation Jitter
As eBusiness said, using quaternions here is weird. Some things to check: Is targetPoint.y always exactly zero? Is transform.position.y always exactly zero? If not, then Quaternion.LookRotation will produce a rotation that is not exactly about the y axis. Also, Unity documentation considers Quaternion.RotateTowards to be "only for exotic uses", so maybe the function just isn't very robust(docs.unity3d.com/Documentation/ScriptReference/Quaternion.html).
Apr
28
awarded  Mortarboard