15,254 reputation
22973
bio website code.google.com/p/disjunction
location Everywhere
age 36
visits member for 3 years, 11 months
seen 1 hour ago

Arcane Ingenuity. On Twitter.

Disjunction - a realtime MVC framework for C & JS.

For now, arcaneingenuity at gmail.

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

2d
revised Understanding Scene Graphs and Graph Edges
deleted 6 characters in body
2d
revised Understanding Scene Graphs and Graph Edges
deleted 28 characters in body
2d
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
Jan
14
asked Signed Distance Fields: How are different colour channels used to improve output of sharp corners?
Jan
11
comment How can I build Minecraft-style light propagation without recursive functions?
I mean the vertical direction, yes. If the lighting is vertical, you iterate vertically. Chunk size should not matter, though preferably (as in your case) it should be taller than it is wide for good cache performance, assuming also that the each element of each column is stored contiguously in memory.
Jan
10
awarded  voxels
Jan
9
revised How can I build Minecraft-style light propagation without recursive functions?
added 5 characters in body
Jan
9
revised How can I build Minecraft-style light propagation without recursive functions?
added 14 characters in body
Jan
9
revised How can I build Minecraft-style light propagation without recursive functions?
added 3 characters in body
Jan
9
revised How can I build Minecraft-style light propagation without recursive functions?
added 24 characters in body
Jan
9
answered How can I build Minecraft-style light propagation without recursive functions?
Jan
1
comment Downscaling an asset, still pixellated?
I suggest that you post the original, rasterized image as well, so that a comparison can be made between input and output.
Jan
1
revised Downscaling an asset, still pixellated?
edited title
Jan
1
answered Downscaling an asset, still pixellated?
Dec
30
revised MonoGame: Draw thousands of quads without hardware instancing
added 42 characters in body