16,959 reputation
23469
bio website sam.zoy.org
location Paris, France
age 36
visits member for 3 years, 9 months
seen 6 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.


Dec
9
revised Graphic Engine/Programming/Etc resources?
spelling (tessellation)
Dec
9
revised For voxel rendering, what is more efficient: pre-made VBO or a geometry shader?
spelling (tessellation)
Dec
9
revised Implementing material deformation
spelling (tessellation)
Dec
9
revised Methods to 'cull check' polys in OpenGL
spelling (tessellation)
Dec
9
revised Is there a 3D equivalent of hex tile maps?
spelling (tessellation)
Dec
9
revised pathfinding with obstacles in a Warcraft 3 like game
spelling (tessellation)
Dec
9
revised Mapping rectangular texture on trapezoid-like shape
spelling (tessellation)
Dec
9
revised How does hardware tessellation work?
minor spelling/punctuation fixes
Dec
9
awarded  Nice Answer
Dec
9
comment How do I change my gravity and jumping logic to put the character at a specific height at a specific point in time?
+1 if only for physical unit consistency; if you don’t have it, you have a problem.
Dec
8
comment Why does my sprite jitter when it arrives at its destination?
@dadooGames: No it will not fix itself. And you will not have more jumpiness for very slow moving objects, but instead for very fast moving objects. The jitter is not caused by a float-versus-integer issue, it is caused by the failure to clamp the object displacement. Again, your solution does work, but your explanations are terrible and misleading, and this last comment of yours is an indication that you still did not understand where the jitter comes from.
Dec
8
comment Why does my sprite jitter when it arrives at its destination?
Also, switching to integer-based positions will not solve the problem either.
Dec
8
revised How can I implement hexagonal tilemap picking in XNA?
nicer ascii
Dec
8
comment How can I orbit a camera about it's target point?
Note that the right vector can be obtained using normalize(up ^ camFocusVector) (or its opposite if left-handed).
Dec
8
awarded  Quorum
Dec
8
comment Why does my sprite jitter when it arrives at its destination?
I would like to point out that the observed jitter is not caused by floating point precision issues.
Dec
8
comment Why does my sprite jitter when it arrives at its destination?
I am afraid using integer numbers will not work. You will not get sufficient precision for diagonal movements. Also, I believe you did not understand the problem exactly: dadoo's solution in the second paragraph is correct, but his explanation in the first paragraph is just plain wrong. The jitter is absolutely not caused by floating point precision issues. The jitter would be smaller that a billionth of a pixel. The problem, as I said, is not that you never reach goTo, it's that you go past goTo.
Dec
8
comment How can I orbit a camera about it's target point?
I won't tell you that quaternions are not the way to go. They are a very good solution to your problem. But you will need a quaternion class and ways to interact with GL and GLU, and I feel that you should first try to get familiar with transformation matrices. Others may disagree.
Dec
8
answered Why does my sprite jitter when it arrives at its destination?
Dec
8
comment How can I orbit a camera about it's target point?
Do you have anything in your toolbox to rotate a point around the origin, given an axis and an angle?