| bio | website | sam.zoy.org |
|---|---|---|
| location | Paris, France | |
| age | 34 | |
| visits | member for | 2 years, 2 months |
| seen | 23 hours ago | |
| stats | profile views | 917 |
I live in Paris, France.
I work on PlayStation, Xbox and computer games for a living. I write free software and all kind of crazy shit for fun. My interests: image processing, video coding, game development, maths, physics, compression, cryptography.
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Nov 2 |
revised |
How can I rotate about an arbitrary point in 3D (instead of the origin)? correct a serious mistake in the calculations |
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Nov 2 |
revised |
How can I rotate about an arbitrary point in 3D (instead of the origin)? add a summary |
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Nov 2 |
comment |
How can I rotate about an arbitrary point in 3D (instead of the origin)? Seriously, could the people who upvote answers actually read them? I gave a method, an efficient formula, and even a demonstration. Yet the only upvoted answer, while providing some valuable information (and also some plainly wrong information), features none of these and does not even answer the question! |
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Nov 2 |
comment |
How can I rotate about an arbitrary point in 3D (instead of the origin)? Sorry, but the matrix R is not a rotation matrix so it does not fit in the SQT system at all. You cannot "construct the rotation quaternion" that way. In fact the rotation quaternion does not change, it's the translation (and only the translation) that needs to be adapted. |
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Nov 2 |
revised |
How can I rotate about an arbitrary point in 3D (instead of the origin)? more homogeneous computation |
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Nov 2 |
awarded | Analytical |
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Nov 2 |
revised |
How to calculate vertex normals for a mesh in Java in OpenGL ES? fix spelling and layout |
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Nov 2 |
comment |
How can I model the physics of an air blower? The amount of turbulence is more worrisome than the balls. Usually a velocity vector field is a good approximation in the case of steady flow (achieved with a very slow flow and/or very high viscosity). Some authors handle that problem by also computing a turbulence field, but that's more complicated to handle at runtime. |
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Nov 2 |
suggested | suggested edit on How to calculate vertex normals for a mesh in Java in OpenGL ES? |
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Nov 1 |
revised |
How can I rotate about an arbitrary point in 3D (instead of the origin)? shorter answer |
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Nov 1 |
answered | How can I model the physics of an air blower? |
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Nov 1 |
revised |
How can I rotate about an arbitrary point in 3D (instead of the origin)? minor tweaks |
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Nov 1 |
answered | How can I rotate about an arbitrary point in 3D (instead of the origin)? |
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Oct 27 |
answered | Interpolating from Current- to Target-value every frame |
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Oct 24 |
answered | How much extra power is required for a stereoscopic 3D game? |
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Oct 21 |
answered | XNA Rotation results in a pixelated image |
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Oct 21 |
awarded | Nice Question |
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Oct 21 |
comment |
How does one avoid the “staircase effect” in pixel art motion? I don't think any decent oldschool game would have implemented a diagonal movement that has that staircase effect, because it would have looked like crap. Not looking like crap is a major part of the oldschool effect I wish to achieve :-) |
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Oct 21 |
answered | What technologies are required for 3D game development? |
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Oct 21 |
comment |
How does one avoid the “staircase effect” in pixel art motion? +1 for pointing out an upper bound for v. Ilmari's suggestion is more detailed but you're providing useful information. |