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May
4
comment Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
@NovaCrist There is nothing wrong with “shuffling around values”, that’s someting most PRNGs and hashing algorithms have in common. You use words like “categorically”, “unsuitable”, “approximate”, “silly”, but are you sure you fully grasp the concepts you are tackling? If you are getting artifacts with the method I suggest, you are doing someting wrong, because it’s a mathematically correct solution to your problem. See for instance this code which I used to generate this image.
Apr
28
comment Java OpenGL Perspective matrix not working
It’s not particularly “incorrect”. It’s probably preferable to have an explicit constructor mat4(1.0) for this anyway.
Apr
27
comment How can I go about testing games on a console
UE4 does not support the PS3. Did you mean PS4? If so, you’d still need a PS4 test kit, and yes, that whole registration thing… but maybe your best bet would be to make friends with someone who has access to a test kit :-)
Apr
13
answered Usage of math.Atan2 in a 3D coordinate system with Unity
Apr
11
answered XNA Starting a parallel Thread during a draw loop is slower than doing the same task in the main thread in update loop
Apr
11
revised Quaternion Slerp and Lerp implementation (with overshoot)
better solution for lerp instead of slerp and a few tweaks
Apr
11
answered Bug in XNA Developer function CalculateEigenVector() from the file “xnacollision.cpp”?
Apr
11
answered Quaternion Slerp and Lerp implementation (with overshoot)
Apr
7
comment Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
Dude, this is pseudocode. As I said, just use a different PRNG if you don’t like rand().
Apr
6
comment Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
How much slower exactly?
Apr
4
answered Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
Mar
22
reviewed Close What is the difference between .obj files and Collada files?
Mar
22
reviewed Close Compiling glfw application mingw
Mar
22
reviewed Close FBO and VBO for performance
Mar
22
reviewed Close Creating a 3D mushroom cloud
Mar
4
awarded  Yearling
Feb
20
awarded  Revival
Feb
17
revised Affine transformation: rotate a plane parallel to another plane
typo
Feb
17
comment Affine transformation: rotate a plane parallel to another plane
oops, yes, it should be U! Fixed.
Feb
14
comment Rotating an object with quaternion
Something in your answer must be wrong. The (0,0,1,0) quaternion represents a 180-degree rotation.