16,511 reputation
23466
bio website sam.zoy.org
location Paris, France
age 36
visits member for 3 years, 6 months
seen 14 hours ago

I live in Paris, France.

I work on video games (computers and consoles) for a living. I write free software and all kind of crazy shit for fun. My interests: image processing, video coding, rendering, game development, maths, physics, compression, cryptography.


Sep
15
revised Unity3D - How to tessellate 2D sprites?
typo
Sep
13
comment glm direction vector rotation
The length of the cross product of two unit vectors is the sin() of the angle they form, so it will be a unit vector only if the two vectors are orthogonal. In general you need to ensure your quaternions are normalised, but in the case of angleAxis() the function takes care of it.
Sep
12
answered 2 component unit vector
Sep
10
answered glm direction vector rotation
Aug
9
answered How do I get rid of this coloured border on my sprite?
Aug
5
awarded  Revival
Aug
4
answered Integration error in high velocity
Jul
24
revised Changing the color of some fragment of a texture using shaders
shorter code
Jul
16
comment Is it legal to allow users to install replacement game data containing real-world personalities?
This seems relevant: even former dictators could sue you if they aren’t pleased with how you depict them
Jul
4
comment match 3 Shuffling
@Lucas Have you actually calculated or maybe measured the “anomaly”? Even in an extremely pessimistic setting (a 9×9 board with only 4 different candy colours), this algorithm requires 3 iterations in average. The odds that more than 100 iterations are needed are less than 1:500,000. The odds that more than 1000 are needed are 1 in 7 million, the odds that more than 10000 are needed are 1 in 100 million (which happens for very degenerate and unbalanced board settings). The average computer does those 10000 iterations in about 10 milliseconds.
Jul
1
revised How can I determine the extreme color values in a texture?
add an explanation picture
Jul
1
answered How can I determine the extreme color values in a texture?
Jul
1
comment Unreal Engine 4 — Casting
@Guest102 “is incorrect”, or “doesn’t seem to work” is not a helpful description of your problem. Be more specific.
Jul
1
comment Unreal Engine 4 — Casting
@Mario it’s 100% C++ (with some build-time generation of headers).
Jul
1
comment Unreal Engine 4 — Casting
@Katu it’s definitely not UScript; the author just said he/she was used to UScript from UE3.
Jul
1
answered Unreal Engine 4 — Casting
Jun
26
comment How can I simplify this code to compute the shortest rotation between two angles?
They are the same in absolute value, but the sign matters, too. rotationBetween(0,1) should return 1 but it is expected that rotationBetween(1,0) returns -1.
Jun
26
revised How can I simplify this code to compute the shortest rotation between two angles?
suggest another version
Jun
26
comment How can I simplify this code to compute the shortest rotation between two angles?
This cannot be correct. It returns the same value for rotationBetween(a,b) and rotationBetween(b,a).
Jun
26
answered How can I simplify this code to compute the shortest rotation between two angles?