2,305 reputation
1817
bio website
location Umeå, Sweden
age 30
visits member for 3 years, 8 months
seen yesterday

C++ developer at heart, loves to play around with graphics APIs.


17h
awarded  Explainer
Sep
26
comment How to move an object uniformly from one point to another at a fixed angle?
@PerAlexandersson See an existing meta question on enabling LaTeX processing. Long story short, it's supposedly expensive and it's hard to get it enabled due to unsubstantiated performance concerns. I really miss it and it really discourages me from answering questions here.
Sep
24
awarded  Autobiographer
Sep
18
comment From 3d rotation, snap to nearest 90 directions
possible duplicate of What's the best way of translating a 2D vector into the closest 8-way compass direction?
Sep
2
reviewed Approve suggested edit on Libgdx/Box2D PolygonShape has no position… well, what now?
Aug
25
revised Java collision detection and player movement: tips
formatted code dump into aligned code block
Aug
24
awarded  Enlightened
Aug
23
awarded  Nice Answer
Aug
18
comment How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?
If you wish to compare numbers you should compare their bitwise form, as textual representation can either differ between different printing methods or be the same for different numbers.
Aug
18
answered How do professional games avoid showing pixel seams in adjacent mesh boundaries due to decimal imprecision?
Aug
17
answered Calculate velocity of a bullet ricocheting on a circle
Aug
14
answered How many normals are needed to have a smooth surface?
Aug
10
comment What is deferred lighting?
If you are not yet able to understand a text that references external concepts, consider reading up on those external concepts. As there's "plenty of information" on deferred shading, it should be easy for you to find out enough about it in order to understand the contrast the text you linked attempts to make. It's very rare that a complete piece is completely opaque to the reader, surely there's individual parts of it that you do not quite follow and which may warrant questions.
Aug
3
comment terrain not properly rendering
If the problem is incorrect or optimistic bounding volumes, consider mentioning this and outlining a correct approach to estimating reasonable pessimistic bounding volumes. Making a bounding sphere with radius 1000000 seems like a filthy hack that effectively disables culling all together, due to the huge size.
Jul
24
comment Rearranging array for memory efficiency
The technique mentioned is an ancient trick for fast erases when you have a container with cheap end-removal and where order does not matter. The purpose is to avoid shifting the tail set of elements one-to-the-left which would be the normal effect of an erase-in-the-middle.
Jul
24
comment Can I directly pass a Boost ptr_vector list to glBufferData?
Or in C++11 and onward, v.data(), which as a bonus yields a null pointer for empty vectors instead of undefined behaviour.
Jul
17
comment Creating A TickRate Class
@KKlouzal There's three performance cases 1) your machine can simulate all the requested ticks faster than time moves and it draws at least as many frames per second as you want; 2) your machine can simulate everything, but cuts down on render frames; 3) your machine cannot even keep up with simulation ticks in realtime. Case 3 is the bad one, as it will enter a death spiral never being able to catch up, and thus appear frozen. A common mitigation for that is to only simulate a particular number of ticks in a row before drawing, essentially ending up with game time running slower.
Jul
17
reviewed Reject suggested edit on Physics / drag of object falling through atomsphere
Jul
17
comment When and how to apply affine translations to vertices of a mesh with LWJGL
Could you clarify, are you actually mutating the vertex data over and over instead of transforming into a copy of the vertex data?
Jul
14
reviewed No Action Needed Estimated framerate for custom engine?