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 Nice Answer
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Jul
24
comment How do I lerp between values that loop (such as hue or rotation)?
@GustavoMaciel having checked the code again, it’s actually extremely safe and works exactly as it should even in the corner case you describe.
Jul
24
comment How do I lerp between values that loop (such as hue or rotation)?
@GustavoMaciel that’s not “most cases”, that’s one very specific corner case that just never happens in practice. Also, there is no division by zero, check the code.
Jul
20
comment Why is the drag force multiplied by the inverse normalised velocity vector?
But you can’t do it component-wise; this is only valid for linear operations, and the in the drag formula makes it non-linear. Just compare the results you get with v = [1 0 0] and with [0.8 0.6 0]. Both these vector have unit length, but your method will give you 30% less drag with the second vector.
Jul
18
answered Why is the drag force multiplied by the inverse normalised velocity vector?
Jul
15
awarded  Nice Answer
Jul
15
awarded  Enlightened
Jul
15
awarded  Nice Answer
Jul
9
answered Why do we need a fourth coordinate to divide by z?
Jul
7
comment Correct way to integrate scaled axis angular velocity into a quaternion
“Both approaches produce a rotation” really? The second method does not produce a unit quaternion in general, but since you say it’s from a reputable source there must be a lot of missing information in your question.
Jun
15
comment Transform Matrix multiplication order
The confusion comes from the fact that you are talking about local transformations (where the frame remains linked to the object), whereas the transformations described here happen in world space (where there is only one fixed reference frame, the world). Conceptually, your way of seeing things is valid, and it is equivalent to applying transformations in reverse order.
Jun
10
awarded  Nice Answer
May
24
answered How to calculate normal vector of a curve?
May
16
comment Finding which tiles are intersected by a line, without looping through all of them or skipping any
possible duplicate of How do I generalise Bresenham's line algorithm to floating-point endpoints? (the question isn’t actually about Bresenham)
May
10
answered What is an efficient packing algorithm for packing rectangles into a polygon?
May
5
comment Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
I have posted the code. Maybe refresh the page? But, anyway, your stubbornness is hopeless and your objections indicate that there are too many things you don’t understand and you should either read about them or trust the people who do. If after so much information has been given to you, you still “don't need to measure”, well you’re just not the kind of person I want to help; hopefully my answer can still be useful to someone else. Have fun!
May
5
revised Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
add murmurhash speed comparison
May
5
comment Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
@NovaCrist Gee, that C++ code is 5 times faster than MurmurHash3. I’m pretty sure you actually didn’t measure anything.
May
5
comment Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
You just do not seem to understand how a PRNG is a hashing function, and how a PRNG can be fast. Seriously, learn to listen to advice from professional developers who know their stuff. Don’t dismiss suggestions based on an “overhead” you didn’t measure. I edited my answer with a C++ implementation; it’s three lines of code; it’s a proven algorithm; it can be trivially adapted to 2 or 4 or 30 variables instead of 3 depending on your requirements. Unless you have a real reason, you should use established, available standards instead of rolling custom code you’ll have to debug and maintain.
May
5
revised Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
shorter code
May
5
revised Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
add C++ implementation