15,444 reputation
23074
bio website arcaneingenuity.com
location Everywhere
age 36
visits member for 4 years, 2 months
seen 17 hours ago

In top 15 out of 40k+ users on gamedev.stackexchange.com

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.

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
Apr
10
revised How should we be storing procedurally generated behavioural code?
deleted 37 characters in body
Apr
10
revised How should we be storing procedurally generated behavioural code?
deleted 37 characters in body
Apr
10
answered How should we be storing procedurally generated behavioural code?
Mar
4
awarded  Talkative
Mar
3
comment OpenGL Reconstructing Position from Depth
@user205695 If you return to the site, perhaps check the checkbox beside Nathan's answer.
Feb
15
awarded  Yearling
Feb
14
revised Dungeon Generation with no corridors and room dependencies
added 43 characters in body
Feb
14
revised Dungeon Generation with no corridors and room dependencies
added 43 characters in body
Feb
14
revised Dungeon Generation with no corridors and room dependencies
deleted 2 characters in body
Feb
14
answered Dungeon Generation with no corridors and room dependencies
Jan
29
revised Understanding Scene Graphs and Graph Edges
deleted 6 characters in body
Jan
28
revised Understanding Scene Graphs and Graph Edges
deleted 28 characters in body
Jan
28
answered Understanding Scene Graphs and Graph Edges
Jan
25
awarded  Enlightened
Jan
25
awarded  Nice Answer
Jan
16
comment Signed Distance Fields: How are different colour channels used to improve output of sharp corners?
The Valve paper's final image offers only an incomplete idea of where to go with this. I've amended the question to ask for a more verbose, step-by-step description of one or more algorithms used to produce the multiple channels. The issue here is that it's not clear from that image / explanation how one can have n sharp corners on an image without using n channels (which would clearly be prohibitive).
Jan
16
revised Signed Distance Fields: How are different colour channels used to improve output of sharp corners?
added 111 characters in body
Jan
14
revised Signed Distance Fields: How are different colour channels used to improve output of sharp corners?
edited tags