399 reputation
7
bio website None
location Romania
age 26
visits member for 11 months
seen 32 mins 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.


1d
answered Should I have multiple small textures or a single big one?
Oct
2
comment Detecting mouse clicks in Unity UI Beta
@John McDonald i think it's a unity bug , i have experienced the same thing.
Oct
1
comment c++ factory pattern component creator with singleton container
try using dynamic_cast where you get the type you want , but if the instance is not that type it will return null or throw: dynamic_cast<TypeIWant>(myour_map["instance"].second[0]) if "instance" is not TypeIWant it will return null or throw (based on compiler settings)
Sep
29
comment How do I change the material of an object with Script in Unity?
in C#: gameObject.GetComponent<MeshRenderer>().material.mainTexture = new_texture; the "Javascript" code should be similar to this.
Sep
29
comment How do I change the material of an object with Script in Unity?
Do you want to change the material or a property from the assigned material ?
Sep
26
awarded  Citizen Patrol
Sep
24
comment Cache misses and usability in Entity Systems
@Grimshaw Here is an interesting article to read: harmful.cat-v.org/software/OO_programming/_pdf/…
Sep
5
comment Fixing/avoiding Z-fighting with decals OpenGL
it will be hard to fix the problem from glPolygonOffset. I would advise you to read on the z buffer: outerra.blogspot.ro/2012/11/…
Jul
30
comment SpriteKit - How to jump to specific position?
"real" physics use Newton's laws of motion and take into account gravity, mass, and other forces. "Fake" physics is just a function that you write out of your head that looks good, something like f(x) = sin( pow(x,0.5f) * Pi);. Consider having point A and B and you want to jump ObjectA from A to B => ObjectA.position = lerp(A,B,Time) + Vector.Up * f(Time) and Time is from 0 to 1. No approach is better than the other, "fake" physics can look better or worse , it all depends on your imagination
Jul
30
comment SpriteKit - How to jump to specific position?
do you need real physics or fake physics ?
Jul
30
comment Ray-Triangle Intersection Detection using Barycentric Coordinates
it's hard to spot out of the first look the problem here , so it would really help if you can simplify the code and provide input data that is mathematically correct but the code fails to compute.
Jul
17
comment Specular banding with high specular power
just a guess: try float3 h = normalize( reflect(toLight,normal) );, and spec = pow(dot(v, h) * 0.5 + 0.5, specPower) * diffuse;
Jun
27
comment Android OpenGL ES 1.0 - Glow/Bloom effect
i would say that you can do it in GL 1.0 but i think you are better off without it since it would be very expensive on performance, hard to implement and visual quality would probably not be that great. You can do it on CPU (get framebuffer texture from video memory and work those pixels with 2 for's) or you can do it by rendering the glowing objects from scene multiple times with a small additive (from vertex color) and a small xy offset
Apr
25
comment Copying rotation between matrices
what language ?
Apr
23
answered Providing texture coordinates and using indexed drawing at the same time
Apr
16
comment How do I combine images into a single entity in libgdx?
so you basically want to create another image from two images ?
Apr
9
comment Is ETC2 Texture Compression available in OpenGL ES 2.0?
No, you can't use etc2 in ES2, not as far as i know. Probably on Android, but i still don't think so.
Apr
8
comment Accurate way to calculate swipe direction based on delta vector
@Simon yes it totally works, the good thing about this is that you can define whatever vector in my_directions. The code basically just calculates the angle difference between v and directions so if direction vector is (0,1) and your vector is normalize(0,0.95) it will still fall into the same direction since the angle is below the angle threshold
Apr
8
answered Accurate way to calculate swipe direction based on delta vector
Apr
8
comment Accurate way to calculate swipe direction based on delta vector
So what you want is basically a formula that takes a vector and returns a direction (like an enum up/down/left/right) ?