2,990 reputation
11020
bio website
location Umeå, Sweden
age 30
visits member for 4 years, 5 months
seen 12 hours ago

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


23h
revised How to understand kind of matrix/world from implemented math operations?
added 1353 characters in body
1d
answered How to understand kind of matrix/world from implemented math operations?
1d
comment How Many Particles at a Time?
»Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out.»
2d
comment lwjgl/opengl multiple alpha textures behind/infront of each-other regardless of drawing order
Possible duplicate of: all the other alpha-blending-with-depth-writes questions.
2d
comment How to understand kind of matrix/world from implemented math operations?
A good source for why someone wrote code in a way is likely whomever wrote the code in that way.
Jun
22
comment Protocol for stats transfers
Optimal/best is overrated and do not exist. Earn your pay figuring out actual requirements and alternatives.
Jun
22
comment 3D Studio MAX dxf model to OpenGL and DirectX
If the game can decrypt the data, so can an attacker. There is no absolute "security".
Jun
15
comment Malformed/Pixelated Vertex Normals
I just realized that individual normalization will shift the result toward any side with more triangles. I believe to honor triangle area in the way already done is probably the least wrong. There's no universal right for blending face normals into vertex normals.
Jun
15
comment Malformed/Pixelated Vertex Normals
The magnitude of the individual computed bivectors he calls normals is not one. Their magnitude will be dependent on triangle area and the angle between the edges. Normalizing each individual vector before summing may be required to avoid over/under-contribution.
Jun
11
comment Multithreaded or Thread pooled server for real time multiplayer games?
Your measurements seem a bit invented, but if you do not have enough power to drive a sufficiently sized thread pool, you will not have enough power to drive individual blocking threads as they are similiar in cost. Invest in more iron.
Jun
6
comment Perspective projection?
You can still attempt to summarize the article so that the answer is not completely useless if the link goes away. If you feel that no answer can be made for the question at all, modify the question or vote to close it.
Jun
6
awarded  Excavator
Jun
6
revised Geometry Shader input vertices order
u is not a word, spelling
Jun
4
comment At what point of Game Dev pipeline it is good idea to start adding Oculus Rift Support?
It may help to mention that many techniques that work well on mono displays fail miserably in stereo. Among those are UI (need in-world planes with opaque backgrounds), billboards (particle effects may require proper volumetrics).
Jun
2
revised Fade between scenes
add tag for term in title, rephrased whole question
Jun
2
revised How can I use a lookup table for brightness and contrast?
add tag for term in title
May
29
revised How do I convert two vectors into a bounding box with 8 vertices?
typo
May
29
answered How do I convert two vectors into a bounding box with 8 vertices?
May
25
comment HLSL identity matrix multiplication not producing identical output
Ensure that you don't get any warnings from the debug runtime and verify that your shaders compiled properly. Ensure that all calls that return a HRESULT SUCCEEDED(). Use a graphics debugger like VSPix or RenderDoc to verify parameters and state. Your question is too open-ended to answer as it stands.
May
25
comment Shadow mapping bone animated model
If you elaborate on the mistake you made and what difference is made in the solution, the answer will be helpful for other people reading this site. The core purpose of a SX site is not necessarily helping you, but helping others with similiar problems down the line.