16,371 reputation
23466
bio website sam.zoy.org
location Paris, France
age 36
visits member for 3 years, 6 months
seen 2 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
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?
Dec
8
comment How can I implement hexagonal tilemap picking in XNA?
@davidluzgouveia: yes, it is awesome. I am not fond of web or cloud services but this one is helpful.
Dec
8
comment how to script a match 3 game without waiting for matches to finish
I'm curious: if a piece is about to fall, do you want to be able to use it in a match (by moving another piece) before that piece starts falling, or is your question only related to parts of the board that aren't affected by moves currently being resolved?
Dec
8
revised How can I implement hexagonal tilemap picking in XNA?
port code to C# since it's XNA
Dec
8
answered Is it possible to create a Facebook game that is a Windows executable?
Dec
8
answered How can I implement hexagonal tilemap picking in XNA?
Dec
8
revised How can I draw dashed or dotted lines with a pixel shader?
spelling (tessellation)
Dec
8
revised Geometry System of Populous: The Beginning
spelling (tessellation)
Dec
8
revised What features does D3D have that OpenGL does not (and vice versa)?
spelling (tessellation)
Dec
8
revised What features does D3D have that OpenGL does not (and vice versa)?
added 1 characters in body
Dec
8
revised Code to tessellate a general quadric
spelling (tessellation)
Dec
8
revised Code to tessellate a general quadric
spelling (tessellation)
Dec
7
revised Scrolling background loop
minor grammar fix
Dec
7
comment Selective jogl texture transparancy depending on bitwise magic?
Thanks. Your second screenshot says 16-8-0-24 and gives correct colours but green patches, but your code above says 0-8-16-24 gave correct colours and green patches. Which is which? Did they give similar results? By the way, you shouldn't use -x to get the inverse of a colour, but -1-x, because the range for bytes is -128..127.
Dec
7
comment Bounding box of a rotated rectangle (2d)
@ChrisEvans: my question is, if Y increases, does the object go up the screen or does it go down? and if rotation increases, does the sprite rotate clockwise or counterclockwise? If you have a coordinate system issue, then the answer to these questions is important.
Dec
7
comment Bounding box of a rotated rectangle (2d)
Does your Y coordinate go up or down? And does a positive rotation go clockwise or counterclockwise?
Dec
7
revised Bounding box of a rotated rectangle (2d)
deleted 467 characters in body