699 reputation
110
bio website None
location Romania
age 27
visits member for 1 year, 7 months
seen 6 hours ago

I work in mobile game development.

My expertise is in 3d graphics, real-time and offline rendering.

I use c++ for most of my work.


May
19
comment Phong shading blows out things close to white [OpenGL]; is there a way around this?
i'm asking because this line at least light.specularIntensity * material.specular doesn't look right. is should be something like ` material.specular * pow(e_dot_l,light.specularIntensity)`. The same is for the rest of the illumination components , they should be calculated in a way, just a multiplication does't cut it.
May
18
comment Does Steam provide persistent data storage to developers?
@Ben do you mean alternative to steam cloud api?
May
18
comment Phong shading blows out things close to white [OpenGL]; is there a way around this?
how is material.specular calculated ?
May
13
comment How to prevent bullets from passing right through entities?
search for ray vs box intersection
May
12
comment How to load in movable (full) models?
look into other types of files , .fbx, .dae, etc. Those types have animation information that you can use.
Apr
8
comment OpenGL: Is it efficient ok to glPushMatrix, plMultMatrix, plPopMatrix for every object in my scene?
glPushMatrix()/glPopMatrix are legacy. Modern graphics programming uses programmable pipeline with all it's features. Check this: gamedev.stackexchange.com/questions/16423/… In your case you can use instancing to render many(MANY) objects
Apr
2
comment Where in old code would you know what to include to compile the complete program?
@Bryan you can use VisualAssist plugin for visual studio, you can automatically include the file that has the symbol you need. It is very good but it's not a features to be abused, you might end up with pages of include files on big projects.
Mar
30
answered How can I manually call/fire OnTriggerExit() for colliders a trigger is inside of in Unity?
Mar
27
comment How to change mobile device screen size in Unity for testing?
as a side note , it will only work if the resolution you are targeting is smaller than the desktop resolution, otherwise there is no way as far as i know. So testing for Ipads retina display will be a problem if you don't have a 4k display.
Mar
20
comment OpenGL ES 1.0 to OpenGL ES 2.0, I cant draw a square
where is the glsl shader ? as far as i know gles2 does not have fixed function pipeline so you need shader to draw something
Feb
6
comment Can I develop a game for Kinect without a Kinect?
maybe, if you have kinect input data to use, also i'm very confident that if you do this and then get an actual kinect later you will run into trouble.
Feb
5
comment How to approach 360 degree snake without having it “slide”
it's still simple :) , just change the snake_element_position to snake_element_direction and you're almost done. you would have to store some key position every time the direction changes to avoid floating point errors. but for the first run this should do just fine.
Feb
5
comment How to approach 360 degree snake without having it “slide”
if i understand it correctly this is programming 101: for(i = 1;i<snake_elements_count;i++) snake_element_position[i] = snake_element_position[i-1]; where snake_element_position[0] is the heads position. Run the for loop every time you change the heads position.
Jan
28
comment How to create custom cubemap images?
you can use 3d studio max or blender or any other decent 3d modeling tool.
Jan
28
comment Reflection/environment mapping
What exactly is the question here ?
Jan
15
comment How to make natural looking voxel
en.wikipedia.org/wiki/Marching_cubes
Jan
8
comment How to programmatically disable sprite renderer and mesh renderer in Unity3D?
gameObject.renderer.enabled = false/true
Jan
4
comment Unity access method from separate script
what is this.controller ? are you sure that the game object is pointing to has the PlayerController component ?
Jan
4
comment How is this particular HLSL condition treated with respect to compile- or run-time evaluation?
Because i'm not familiar with Directx hlsl i would make a statement that is based on reasoning and might not be true so anyone can correct me if i'm wrong. In this case you used it (and because i believe directx is very good at this) the uniform will be optimized out by the shader compiler.The dx runtime can realize that you don't change the uniform and the shaders can be optimized properly. However if you change the uniform from outside by setting the uniform the shaders can't be optimized and the branching will be there. Pin can't be optimized because it contains the vertex position.
Dec
29
comment Unity: Combine two UVs by alpha
shader code: final_color.rgb = lerp(block_texture_color.rgb,damage_texture_color.rgb,damage_texture_color.a * damage_factor) and damage_factor is a float 0 or 1 depending if you want to see the block damaged or not (you can pass it trough alpha color from vertex color or via a uniform