17,073 reputation
23470
bio website sam.zoy.org
location Paris, France
age 36
visits member for 3 years, 10 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.


Dec
9
comment Determine the cut sections of a polygonal mesh
Is your terrain only an elevation map, or is it more complex? In other words, do all the face normals have z strictly positive?
Dec
9
comment most efficient AABB vs Ray collision algorithms
This is only 2D, yes. Also, the code does is not as well thought as zacharmarz's, which takes care of reducing the number of divisions and tests.
Dec
9
revised Code to tessellate a general quadric
missed one occurrence when fixing spelling
Dec
9
revised OpenGL Performance Questions
spelling (tessellation)
Dec
9
revised What is the simplest method to generate smooth terrain for a 2d game?
spelling (tessellate)
Dec
9
comment most efficient AABB vs Ray collision algorithms
Why the must have condition for distance query? If there is an even faster algorithm for the case when you do not need the distance, don't you want to know about it, too?
Dec
9
revised Non axis aligned bounding box collision and physics
advice about physics engine
Dec
9
answered Non axis aligned bounding box collision and physics
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.