17,589 reputation
23672
bio website sam.zoy.org
location Paris, France
age 36
visits member for 4 years, 2 months
seen 10 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.


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.
Feb
14
answered Rotating an object with quaternion
Feb
14
answered Affine transformation: rotate a plane parallel to another plane
Feb
7
awarded  Enlightened
Feb
7
awarded  Nice Answer
Jan
11
revised Rotate can I rotate an object to a target angle using Euler Angles?
edited tags
Jan
6
reviewed Close Deforming meshes in OpenGL
Jan
6
answered Scaling world - projection, view or separate matrix?
Jan
5
comment How is this particular HLSL condition treated with respect to compile- or run-time evaluation?
This is only half right. Uniform variables obviously don’t need to be known at compile time. However, when their value is set by a technique, then the multiple compilation you describe will happen.
Jan
3
awarded  Nice Answer
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