16,959 reputation
23469
bio website sam.zoy.org
location Paris, France
age 36
visits member for 3 years, 9 months
seen 1 hour 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.


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?
Jun
22
answered How to obtain the currently bound texture ID in an openGL ES 2.0 project
Jun
13
awarded  Taxonomist
Jun
8
comment Surface normal to screen angle
The screen angle is not “obviously” pi/4. It is closer to pi/6, actually. The normal vector always lies on a line that goes through the centre of the sphere. Here is a more accurate drawing.
Jun
8
awarded  Nice Answer
Jun
4
revised Convert vector interpolation to quaternion interpolation? (Catmull-Rom)
explain the time values
Jun
4
answered Convert vector interpolation to quaternion interpolation? (Catmull-Rom)
Jun
4
comment Convert vector interpolation to quaternion interpolation? (Catmull-Rom)
Have you tried simply interpolating the quaternion components, then normalising the result? It is definitely “more direct” and the results are very similar.
May
29
comment How to rotate a set of points on z = 0 plane in 3-D, preserving pairwise distances?
@cagirici Could you maybe paste sample values for A B C P Q R, for the two intermediate matrices, and for the final matrix? This could help reproduce results and find the problem.
May
29
revised How to rotate a set of points on z = 0 plane in 3-D, preserving pairwise distances?
spare a function call