11,945 reputation
22653
bio website sam.zoy.org
location Paris, France
age 34
visits member for 2 years, 2 months
seen 2 hours ago
stats profile views 908

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.


Feb
4
revised How do I detect the intersection of a curve with itself?
add author's image
Feb
4
answered Phong lighting model unrealistic result
Feb
3
answered Where can I find a chess tileset?
Feb
3
revised Does SFML render graphics outside the window?
spelling (frustum)
Feb
3
revised Communicating between simulation and rendering in RTS
spelling (frustum)
Feb
3
reviewed Approve suggested edit on Anyone know good network Java Tutorials for Game Dev?
Feb
3
reviewed Approve suggested edit on converting a mouse click to a ray
Feb
3
comment What book/guide should I follow for GLSL
I second the above comment. From what you explain it seems you’d also need something like this book (don’t pay attention to the ugly cover; the content is excellent).
Feb
2
revised Game maps with “counties” that are split along lines that aren't necessarily straight
spelling (tessellate)
Feb
2
revised Improving the efficiency of frustum culling
spelling (frustum) — just in case someone copy/pastes that code
Feb
2
revised Arbitrary projection matrix from 6 arbitrary frustum planes
spelling (frustum)
Feb
2
revised In modern AAA games with open environment and lot of static content (eg : crysis), how is occlusion culling performed?
spelling (frustum)
Feb
2
revised In modern AAA games with open environment and lot of static content (eg : crysis), how is occlusion culling performed?
spelling (frustum)
Feb
2
reviewed Approve suggested edit on How should I implement parallax scrolling with pan and zoom in HTML5?
Feb
2
comment vec4 for vec3 multiplication while calculating the specular value
@RamyAlZuhouri Usually the alpha value does not come from the same light calculations as the colour value. You can certainly set it to 1.0 if your object is supposed to be opaque.
Feb
2
answered vec4 for vec3 multiplication while calculating the specular value
Feb
2
revised Basic isometric projection in Javascript
give preference to vertical split
Feb
2
comment Basic isometric projection in Javascript
@Helbreder oh I understand now. I’ll go with “horizontal” and “vertical” then :-) But I think the problem with the horizontal split is that it requires a whole new transformation to be computed.
Feb
2
comment Basic isometric projection in Javascript
@Helbreder Can you explain what you mean by "left" and "right" splits?
Feb
2
reviewed Approve suggested edit on control tag wiki excerpt