15,571 reputation
23075
bio website arcaneingenuity.com
location Everywhere
age 36
visits member for 4 years, 3 months
seen 1 hour ago

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Arcane Ingenuity. On Twitter.

Disjunction - a realtime MVC framework for C & JS.

  • App architecture
  • Algorithm design & data structures
  • Procedural world generation
  • Dynamic narrative
  • Rendering & Computational geometry
  • Tech: OpenGL, WebGL, C, JS, HTML5, Unity, C#, C++, Java, Flash, Box2D, PhysX, sockets, node.js.

May
26
comment Unity3D: Efficiently loading chunks in an infinite voxel engine
@yxyx136 Yes, I suggest going with a fixed array to start with as this is the simplest solution. The shifting that will be costly doing a memberwise copy; in C, I would just memcpy / memmove the whole contiguous block representing each chunk, to a different array location. Google "memcpy C#", there are quite a few options for fast block-wise copies. Best of luck :)
May
25
comment Why do we use 4x4 matrices to transform things in 3D?
This should have been the selected answer.
May
25
reviewed Approve Unity3D: Efficiently loading chunks in an infinite voxel engine
May
25
revised Unity3D: Efficiently loading chunks in an infinite voxel engine
added 136 characters in body
May
25
answered Unity3D: Efficiently loading chunks in an infinite voxel engine
May
22
comment How should we be storing procedurally generated behavioural code?
@user3002473 Very glad to have been able to assist. I wish you smooth sailing from here onward!
May
21
revised Evenly distributed checkpoints in a procedurally generated world?
added 18 characters in body
May
21
answered Evenly distributed checkpoints in a procedurally generated world?
May
20
awarded  procedural-generation
May
19
accepted Deferred rendering order?
May
19
comment Algorithm for dividing a 2D grid into organic looking plates
@ChristianGeese You're welcome. I wasn't even sure what language you used so was not sure what could be suggested in terms of optimsation, though really the algorithmic approach is always best and applies anywhere. Glad it helped!
May
19
comment Algorithm for dividing a 2D grid into organic looking plates
Because repeating what I said an hour ago is useful. ;)
May
19
revised Algorithm for dividing a 2D grid into organic looking plates
deleted 25 characters in body
May
19
revised Algorithm for dividing a 2D grid into organic looking plates
deleted 34 characters in body
May
19
revised Algorithm for dividing a 2D grid into organic looking plates
added 823 characters in body
May
19
revised Algorithm for dividing a 2D grid into organic looking plates
added 823 characters in body
May
19
revised Algorithm for dividing a 2D grid into organic looking plates
added 823 characters in body
May
19
answered Algorithm for dividing a 2D grid into organic looking plates
Apr
10
revised How should we be storing procedurally generated behavioural code?
added 13 characters in body
Apr
10
revised How should we be storing procedurally generated behavioural code?
added 13 characters in body