16,501 reputation
23466
bio website sam.zoy.org
location Paris, France
age 36
visits member for 3 years, 6 months
seen 4 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
21
answered Which Unreal Engine 4 project files can I ignore in source control?
Mar
19
answered Sweep collision between two moving spheres?
Mar
8
comment From Position/Target to Orientation/Elevation
I suppose you mean 2.6e-06. That is perfectly normal when doing computations with floating point numbers. You can get slightly better precision using double instead of float, but I see little reason to aim for that: a difference of 2.6e-06 in the camera orientation is a displacement smaller than a thousandth of a pixel.
Mar
7
comment From Position/Target to Orientation/Elevation
Ah. If you switch Y and Z, the first argument to the second atan2 call should become dy.
Mar
7
comment From Position/Target to Orientation/Elevation
Well, swapping dy and dz is the way to go. Maybe you’re not converting radians back to degrees?
Mar
6
revised From Position/Target to Orientation/Elevation
nicer code
Mar
6
answered From Position/Target to Orientation/Elevation
Mar
4
comment Given face normal and vertices of a triangle, how to find the acyclic order of vertices?
Given that a cross product is only additions and multiplications, and assuming the implementation is correct, if a cross product results in NaN values it means that one of the initial vectors had a NaN component. Maybe you have uninitialised data in your triangle lists?
Mar
4
awarded  Yearling
Mar
4
answered Given face normal and vertices of a triangle, how to find the acyclic order of vertices?
Feb
22
awarded  Booster
Feb
20
awarded  Nice Answer
Feb
10
awarded  Popular Question
Feb
7
answered Lerping back and forth in Coroutine
Feb
5
comment Improving the performance of smooth movement up and down
Well I think your time (and, indirectly, ours) would be best used learning profiling tools and techniques, so that you can pinpoint the parts that are actually slow.
Feb
5
comment Improving the performance of smooth movement up and down
How many objects do you have? I have trouble believing that using a sine wave is “slightly slow”.
Feb
4
comment Gerstner wave function simplified?
Here’s a tip: the common typographic convention for vectors is to use boldface.
Feb
3
answered How does this formula for generating water waves work?
Feb
2
comment Why are the coordinates interchanged in Monogame?
If changing the orientation from portrait to landscape doesn’t change anything, you are probably doing it wrong.
Feb
1
comment How does atan2 work when getting angle of a vector?
The blue part of your drawing is wrong.