| bio | website | stevenlu.net |
|---|---|---|
| location | Pittsburgh, PA | |
| age | 24 | |
| visits | member for | 2 years, 2 months |
| seen | Apr 9 at 23:39 | |
| stats | profile views | 34 |
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Apr 9 |
comment |
Why is 90° horz / 60° vert the default FPS Field of View? The reason for why the FOV is default to whatever value it is set to, is that it generally makes no sense to set a value that is not constant. Most displays do not have sensors that tell how far away the user's head is. Therefore 90 degrees is a "good guess". I suppose you might say it is equivalent to saying "all of our 20" screen users should sit 20cm away from it". Are you saying you want to decrease the FOV because most users sit farther from their displays? It makes it too zoomed in and you gotta pan around more to see your surroundings. That makes a game suck more for me. |
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Jan 5 |
comment |
What intuitively meaningful 2D transform can three-finger multitouch represent? Oh, okay kinda like the first two fingers do the regular 2D style transformation and the third finger performs the trackball x/y-axis rotation. Yeah the issue is that the roles taken up by the fingers are so different that it'd never be user-friendly. |
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Jan 5 |
revised |
What intuitively meaningful 2D transform can three-finger multitouch represent? added 288 characters in body |
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Jan 5 |
comment |
What intuitively meaningful 2D transform can three-finger multitouch represent? I agree that some mixture of 2- and 1-finger control schemes can allow for very effective control already. The general case of 3 fingers in motion is what I'm curious about though. @NathanReed could you explain a bit more how that is like rolling a ball under your finger? |
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Jan 5 |
revised |
What intuitively meaningful 2D transform can three-finger multitouch represent? added 234 characters in body |
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Jan 5 |
revised |
What intuitively meaningful 2D transform can three-finger multitouch represent? added 199 characters in body |
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Jan 5 |
asked | What intuitively meaningful 2D transform can three-finger multitouch represent? |
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Aug 8 |
comment |
Simulating Game Apples - Can't get it to work Perhaps explaining this... fixation on apples could help provide readers some insight to your... situation. |
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Aug 8 |
awarded | Popular Question |
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Jul 25 |
comment |
What does multisampling skip or improve? (so it can be faster than supersampling) Hmm. I found this: "Note: Using the gl_SamplePosition variable in any way will cause the fragment shader to be evaluated per-sample. Since the whole point of multisampling is to avoid that, it's probably not a good idea to do so unless you really need it." from opengl.org/wiki/GLSL_Predefined_Variables |
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Jul 25 |
comment |
What does multisampling skip or improve? (so it can be faster than supersampling) Doesn't this mean that the OpenGL fragment shader is more of a pixel shader than a fragment shader, if it generally runs on a per-pixel basis rather than on a per-fragment basis? |
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Jul 24 |
revised |
What does multisampling skip or improve? (so it can be faster than supersampling) added 2 characters in body |
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Jul 24 |
revised |
What does multisampling skip or improve? (so it can be faster than supersampling) edited title |
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Jul 24 |
revised |
What does multisampling skip or improve? (so it can be faster than supersampling) edited title |
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Jul 24 |
asked | What does multisampling skip or improve? (so it can be faster than supersampling) |
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Jul 24 |
awarded | Critic |
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Jul 22 |
answered | Drawing very large slowly rotating planets |
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Jun 9 |
comment |
Where can I find affordable legal advice for game software related inquiries? Will most lawyers allow me to record my conversation with them, so that I can review it afterwards? |
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Jun 9 |
asked | Where can I find affordable legal advice for game software related inquiries? |
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Apr 30 |
accepted | Is it possible to have a cross platform multiplayer game on iOS? |