15,682 reputation
23263
bio website sam.zoy.org
location Paris, France
age 35
visits member for 3 years, 1 month
seen 3 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.


Jan
21
awarded  Enlightened
Jan
20
revised Physics engine deltaTime and force acceleration
fix typo in the code!
Jan
20
comment Physics engine deltaTime and force acceleration
Oh, you’re absolutely right. I wrote * deltaTime instead of / deltaTime, sorry for the confusion. Adding to the velocity is correct.
Jan
20
answered Physics engine deltaTime and force acceleration
Jan
20
answered Linear filter problem with diagonal lines on adjecent tiles
Jan
17
awarded  Nice Answer
Jan
17
revised Should the Oj lobe of a Lafortune shader cause the light to be displaced?
re-do drawings
Jan
17
revised Should the Oj lobe of a Lafortune shader cause the light to be displaced?
added 34 characters in body
Jan
17
answered Should the Oj lobe of a Lafortune shader cause the light to be displaced?
Jan
16
comment Why translation uses multiplication and not addition?
This question is mostly opinion-based. Addition is indeed more effective and straightforward, but what makes you think that it isn’t actually used? I add vectors together all the time.
Jan
15
awarded  Nice Answer
Jan
14
comment How can I compute the common points when spheres intersect?
The variable B is already a Point. It is the centre of the intersection circle.
Jan
14
comment How can I compute the common points when spheres intersect?
It is the square of its length. For a geometrical definition, see the Wikipedia article.
Jan
14
comment How can I compute the common points when spheres intersect?
@Leggy7 I added pseudocode using your variable names, hoping it's clearer now.
Jan
14
revised How can I compute the common points when spheres intersect?
use Unicode subscript and add pseudocode
Jan
14
comment How can I compute the common points when spheres intersect?
@Leggy7 the last line tells you where is B because it tells you what vector C1B is. If only we could use LaTeX formatting on this site, it would look a lot better.
Jan
14
answered How can I compute the common points when spheres intersect?
Jan
14
comment How can I compute the common points when spheres intersect?
Is this 2D or 3D? In 3D, the intersection of two spheres is a circle.
Jan
14
answered Smooth interpolation with variable time steps
Jan
11
comment Code to generate a color gradient within a texture using a diagonal line
@Thraka The code above is supposed to give you exactly the effect in your picture. Did you keep the Clamp call?