17,690 reputation
23673
bio website sam.zoy.org
location Paris, France
age 36
visits member for 4 years, 4 months
seen 5 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.


May
5
revised Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
add murmurhash speed comparison
May
5
revised Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
shorter code
May
5
revised Algorithm that always returns the same pseudorandom output if given the same input of seed, x and y?
add C++ implementation
Apr
11
revised Quaternion Slerp and Lerp implementation (with overshoot)
better solution for lerp instead of slerp and a few tweaks
Feb
17
revised Affine transformation: rotate a plane parallel to another plane
typo
Jan
11
revised Rotate can I rotate an object to a target angle using Euler Angles?
edited tags
Dec
24
revised Hexagon collision detection for fast moving objects?
tweak tags
Oct
30
revised Why is Euler integration sometimes preferred over RK4 even if RK4 is more accurate?
edited title
Sep
15
revised Unity3D - How to tessellate 2D sprites?
typo
Jul
24
revised Changing the color of some fragment of a texture using shaders
shorter code
Jul
1
revised How can I determine the extreme color values in a texture?
add an explanation picture
Jun
26
revised How can I simplify this code to compute the shortest rotation between two angles?
suggest another version
Jun
4
revised Convert vector interpolation to quaternion interpolation? (Catmull-Rom)
explain the time values
May
29
revised How to rotate a set of points on z = 0 plane in 3-D, preserving pairwise distances?
spare a function call
May
29
revised How to rotate a set of points on z = 0 plane in 3-D, preserving pairwise distances?
fix syntax
May
29
revised How to rotate a set of points on z = 0 plane in 3-D, preserving pairwise distances?
give the solution to the question that wasn’t really asked…
Apr
1
revised How to use mocaps in your game if they don't loop smoothly?
reword a few things
Mar
6
revised From Position/Target to Orientation/Elevation
nicer code
Jan
20
revised Physics engine deltaTime and force acceleration
fix typo in the code!
Jan
17
revised Should the Oj lobe of a Lafortune shader cause the light to be displaced?
re-do drawings