15,682 reputation
23263
bio website sam.zoy.org
location Paris, France
age 35
visits member for 3 years, 1 month
seen 47 mins 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
3
revised Why would a borderless full-screen window stutter occasionally?
minor title rewording
Nov
24
comment Advance efficient water physics simulation
I think your question is just too vague for such a broad range of topics, and you aren’t saying what you have tried to do already. I’ve worked on water physics simulations but I just can’t find the courage to answer all the points. Maybe you should split your question into specific issues you run into.
Nov
24
comment fast 3d point -> cuboid volume intersection test
By the way, 8 points do not uniquely define a 3D volume, especially if the “faces” aren’t planar, as you mention in a comment below, suggesting you aren’t interested in the convex envelope. You should clarify the question by telling us about how that volume is actually defined.
Nov
24
answered Collision method for multiple circles
Nov
19
comment Why do the ALPHA channel in TGA is not visible?
Not sure alpha blending is the problem. The Gimp sets the alpha value of fully transparent pixels to black, not white.
Nov
13
answered Why is clip space always referred to as “homogeneous clip space”?
Nov
4
answered Orthographic Projection with variable FOV
Nov
2
awarded  Popular Question
Oct
15
comment Is it worthwhile investing time learning Unreal Script when UDK 4 will be replacing it with C++?
I have seen no indication that UDK4 will replace Unreal Script with C++. It would be a very stupid thing to do, since you’d need a compiler for every architecture supported by UDK4. What are your sources?
Oct
9
comment Screen space to world space revisited
Maybe the camera is just upside-down. Are you sure the Y axis is going up?
Oct
8
reviewed Approve suggested edit on About the A* algorith(pathfinding)
Oct
3
comment Using quaternions, how do I determine if an object is upside down from an original rotation?
Note that since your quaternion has unit length, gz can be calculated as 2.0 * (q0*q0 + q3*q3) - 1.0, and since you only care about the sign, your test can be if (q0*q0 + q3*q3 > 0.5).
Sep
27
comment Main resons why the developing of games is stagnating for the last 10 - 15 years?
Maybe it seems to you that the games are stuck in 2001 because you don’t appear to have tried more than one game.
Sep
22
answered Make a fake random distribution?
Sep
20
revised XNA Calculate two points of triangle with given Z
add z0 variable to algorithm
Sep
20
comment XNA Calculate two points of triangle with given Z
@Gerhman Yes, A B and C are the triangle points; multiplying a point with a value k consists in multiplying each of its x y and z components with k. Depending on the framework you use, there might already be a function or operator which does it for you. I assumed you wanted the intersection with the z = 0 plane but I’ll update my answer so it works with an arbitrary z0 value.
Sep
20
answered XNA Calculate two points of triangle with given Z
Sep
18
answered How do I find the 2D direction to a 3D location?
Sep
13
comment Storing few values in an int - small gain
If your fps boost is that small, it’s because the time is spent somewhere else. Use a profiler.
Sep
9
awarded  Nice Answer