264 reputation
16
bio website axel22.github.com
location Lausanne, Switzerland
age 28
visits member for 3 years, 3 months
seen Mar 13 at 12:50

A doctoral assistant at the EPFL and a member of the Scala team, interested in programming languages, data structures, concurrent and distributed computing.


Jul
5
awarded  Scholar
Jul
5
accepted JOGL hardware based shadow mapping - computing the texture matrix
Jul
4
revised JOGL hardware based shadow mapping - computing the texture matrix
added 795 characters in body
Jul
4
comment JOGL hardware based shadow mapping - computing the texture matrix
Their advice is just - make sure that near and far clipping planes are as tight as possible. I think I already made them pretty tight - bringing the far plane further away or the near plane closer results in parts of the depth buffer being at full 1.0 or 0.0. So I think there must be some other solution.
Jul
4
comment JOGL hardware based shadow mapping - computing the texture matrix
Thank you for your link, judging from the screenshots there, they attack this problem - I will read this in more detail. I thought about editing the question, but I my thinking was that transposing the matrix might in fact be part of an answer.
Jul
3
answered JOGL hardware based shadow mapping - computing the texture matrix
Jul
3
awarded  Student
Jul
2
asked JOGL hardware based shadow mapping - computing the texture matrix
Jun
30
revised How should I sort images in an isometric game so that they appear in the correct order?
added 157 characters in body
Jan
23
awarded  Yearling
May
8
comment AI algorithms for Strategy Game
Nice question - I'd love to see some references to existing AI algorithm descriptions in the answers.
May
7
answered Isometric Tile maps - best practice - games like farmville, tapzoo…?
Apr
8
answered What are the basics in game architecture? How do you create your game skeleton such that it doesn't stay in your way?
Apr
8
comment What are the basics in game architecture? How do you create your game skeleton such that it doesn't stay in your way?
Agreed, most game experiments I've had were based on the MVC.
Apr
8
comment Sprites as Actors
Scala actors are multiplexed on top of a thread pool, so that they could be more lightweight than threads. This means that they can manipulate shared memory to communicate, provided that it's synchronized properly. If you use remote actors, then they might be on different processes, and the only way to communicate is sending messages.
Apr
7
revised Sprites as Actors
added 128 characters in body; deleted 9 characters in body
Apr
7
comment Getting Started with 2d Game Dev (C++): DirectX or OpenGL?
404, page not found
Apr
7
revised Sprites as Actors
added 6 characters in body
Apr
7
revised Sprites as Actors
added 126 characters in body
Apr
7
answered Sprites as Actors