16,969 reputation
23469
bio website sam.zoy.org
location Paris, France
age 36
visits member for 3 years, 10 months
seen 2 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.


Dec
24
comment 2D AABB vs AABB side of collision and collision depth
The answer to the first question can be found here: gamedev.stackexchange.com/a/24091/5864 again using Minkowski sums. I’m afraid I don’t really understand your second question, since the collision depth does not really depend on the shape of the objects. Maybe a drawing would help clarifying.
Dec
24
revised Hexagon collision detection for fast moving objects?
tweak tags
Dec
24
comment 2D AABB vs AABB side of collision and collision depth
I think this post will answer most of your questions: gamedev.stackexchange.com/a/55991/5864
Dec
22
comment Deterministic random noise generator from multiple 64-bit inputs?
It looks like 4D or 5D Perlin or Simplex noise will do the job. But what is the purpose of x, y, z and w? Do you expect the noise to be a continuous function along these four dimensions? It sounds like you don’t really know how to describe the properties of the noise you’re looking for, so maybe you should give more details about what exactly you’re going to need it for.
Dec
21
comment Is this a viable architecture for lag compensation?
Bear in mind that the clients must only get partial updates from the server. No client should have knowledge of the other players’ actions, only of their visible results.
Dec
20
answered Help finding time of collision
Dec
19
comment Collision detection between triangle and polygon
You probably want the separation algorithm, but are you aware that most games use simple hitboxes rather than complex polygon collision detection?
Nov
26
answered DirectX Quaternion SLERP Wrong Answer?
Oct
30
revised Why is Euler integration sometimes preferred over RK4 even if RK4 is more accurate?
edited title
Oct
28
awarded  Nice Answer
Oct
26
comment Hexagon collision detection for fast moving objects?
@LuisAlves yes and no… all the logic works, but you’ll have to replace vB-vA with g(t)-f(t) where f and g are A and B’s positions over time. Since this is no longer a straight line, you’ll have to solve a box — parametric curve intersection problem.
Oct
25
comment How do I calculate distance from a point to a rectangle?
@BitNinja yes, that’s what the question assumes. If it’s not axis-aligned, the fastest/simplest algorithm will depend on how the rectangle information is stored.
Oct
21
comment Should I have multiple small textures or a single big one?
Maybe try both and measure the performances?
Oct
16
awarded  Nice Answer
Oct
15
answered List of 3 letter English words to disallow from entry for public kids game
Oct
9
comment C++ Visual Studio Sprite Animation Function only setting values for certain Rect structs in SDL
You seem to be loading the file into playerTextureRight but call setClips with argument playerSpriteSheet. Did you check your variables?
Sep
30
awarded  Explainer
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