689 reputation
110
bio website None
location Romania
age 26
visits member for 1 year, 4 months
seen 10 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.


1d
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
Dec
14
comment The way of avoiding branching for textured and not-textured objects
@PolGraphic For performance on PC it's questionable, modern hardware is very powerful so you have to test. On a mobile device should be more performant. Also 4x4 because i experienced issues with texture compressors in the past regarding small textures. Also mip mapping has to be taken into account and other factors (clamp/repeat texture, and if texture is in an atlas or not).
Dec
14
comment The way of avoiding branching for textured and not-textured objects
use return textureCoordORColor * ObjTexture.Sample(ObjSamplerState, input.TexCoord); for everything and for objects that you don't want texture , you can assign a small 4x4 square white texture.
Nov
26
awarded  Yearling
Nov
13
comment OpenGL ES respecting alpha for background but not for objects
disable depth testing, or depth write
Oct
28
awarded  Mortarboard
Oct
28
awarded  Nice Answer
Oct
28
awarded  Custodian