| bio | website | gabrielgambetta.com |
|---|---|---|
| location | ||
| age | 32 | |
| visits | member for | 2 years, 5 months |
| seen | May 5 at 12:49 | |
| stats | profile views | 65 |
Software Engineer at Google Zürich.
Former Founder, Director and CTO of Mystery Studio, a small independent game developer.
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May 6 |
awarded | Nice Answer |
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Mar 12 |
awarded | Nice Answer |
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Dec 19 |
awarded | Yearling |
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Dec 13 |
comment |
How do I create a curved line or filled circle or generally a circle using C++/SDL? I approve this message. Start with something you understand (like what Ken suggests for circles, or y = Ax+B for straight line segments), and then learn the "real" algorithms (e.g. Bresenham) |
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Oct 21 |
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Vector transform equation explanation Exactly. In general, x*(a,b) + y*(c,d) == (x*a + y*c, x*b + y*d). With multiplications and additions you never mix the different components of the vectors. |
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Oct 21 |
answered | Vector transform equation explanation |
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Oct 4 |
comment |
Depth interpolation for z-buffer, with scanline Glad to hear that. I did, in fact, teach Computer Graphics in a previous life :) |
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Oct 4 |
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Depth interpolation for z-buffer, with scanline And finally, why. A plane (where the triangle is embedded) is Ax + By + Cz + D = 0. z is clearly linear function of (x, y). You project so x'=x/z and y'=y/z. From there, x=x'z and y=y'z. If you replace these in the original equation you get Ax'z + By'x + Cz + D = 0. Now z = -D / (Ax' + By' + C), where it's clear that z is not a linear function of (x', y'). But 1/z is therefore (Ax' + By' + C) / -D, which is a linear function of (x', y'). |
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Oct 4 |
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Depth interpolation for z-buffer, with scanline Oh, and regarding "when": compute the 1/Z values before starting to rasterize the triangle (e.g. just before the vertical loop), so you get interpolated 1/Z at the left and right of the scanline. Interpolate these linearly (do NOT do 1/Z again - the interpolated values are already 1/Z!), and undo the transform just before checking the zbuffer. |
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Oct 4 |
answered | Depth interpolation for z-buffer, with scanline |
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Sep 4 |
awarded | Nice Answer |
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Feb 7 |
awarded | Nice Answer |
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Jan 16 |
answered | Where can I find information for programming a game to avoid network latency issues? |
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Jan 15 |
answered | Client side prediction + sync |
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Dec 19 |
awarded | Yearling |
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May 7 |
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Curved movement between two points +1 for Bezier curves. For the use described, it's probably the easiest and the most controllable. |
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Apr 26 |
answered | Library to load images into textures, Linux, C and OpenGl |
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Mar 28 |
awarded | Good Answer |
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Mar 13 |
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Is flash game development not considered 'proper' game development? @AttackingHobo Now I'll actually answer your question :) Alchemy was my first choice, it didn't work, so I wrote the C++ to AS3 converter. |
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Mar 13 |
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Is flash game development not considered 'proper' game development? @AttackingHobo Yes, that was my first idea. It worked with small tests, but the compiler choked and died with a real project. Besides, I was getting all kinds of weird runtime errors seemingly for no reason at all (see forums.adobe.com/thread/590648 for example) so it wasn't a viable option in the end. |