28,486 reputation
34286
bio website seanmiddleditch.com
location Redmond, WA
age 32
visits member for 4 years, 1 month
seen 5 hours ago

I've been programming in C/C++ and an assortment of other languages for over 20 years; professionally for over a decade and a half. Game engine design and architecture is my biggest passion in CS.


1d
comment Finding the contact point with SAT
@Dudeson: The edge/axis of least penetration is not necessarily the edge of first contact, so I still don't see how SAT helps here. I'm by no means an expert in this topic so I admit that I could just be wrong. :)
2d
comment Finding the contact point with SAT
@Dudeson: not using SAT, no. That's not what SAT does. SAT gives you the edge of minimal penetration depth, not the first contact edge. You'd have to use swept shape collision detection to do what you're asking, I think.
Jun
15
comment How do OpenGL's texelFetch and texture differ?
@mcb: texelFetch and texture work differently in fundamental ways. See also the inputs: texture coordinates vs normalized coordinates. They serve different purposes. The one is not just an optimization of the other.
Jun
14
comment How do OpenGL's texelFetch and texture differ?
@mcb: maybe, but I wouldn't expect it to be very large, and it will probably vary a lot by hardware vendor. Performance is the absolutely wrong metric to use when deciding which of these functions to invoke: use the one that is correct for your situation (you either need the hardware's filtering and so must use texture or you need the hardware to not do filtering and so must use texelFetch).
Jun
14
answered Assigning IDs to entities and obects for use in scripts and by other objects
Jun
13
comment Texturing in OpenGL, Should texture coordinates be assigned to vertices in the shader?
@Jack: no, IBOs aren't meant to solve problems of rendering a simple cube. IBOs help when you have complex meshes with many shared vertices, which is what most "real" objects in a 3D scene will be comprised of. Your array solution is also missing some key details, such as how you will index those arrays correctly. You're also adding a lot of complexity to your shaders just to avoid having a handful of extra vertices. You're trying to solve a problem that isn't actually a problem with a "solution" that creates problems you don't need. :)
Jun
13
comment Texturing in OpenGL, Should texture coordinates be assigned to vertices in the shader?
@Jack: I honestly don't know how you'd correctly duplicate them in the shader in any way that is actually an "optimization." Even if you use fewer vertices, you need more data per vertex so the shader knows what to actually generate, so you're not saving as much space as you think. And then you'd have a more complex shader that requires a geometry stage and takes longer to execute, which is certainly not an optimization. And you possibly end up with a shader that only even works for cube-like objects, which is rather unhelpful.
Jun
13
answered Texturing in OpenGL, Should texture coordinates be assigned to vertices in the shader?
Jun
11
awarded  physics
Jun
5
awarded  Guru
Jun
5
revised Why are all OpenGL function calls prefixed with “q” in the Doom 3 source code?
added 68 characters in body
Jun
4
revised Why are all OpenGL function calls prefixed with “q” in the Doom 3 source code?
added 1 character in body
Jun
4
reviewed Edit Why are all OpenGL function calls prefixed with “q” in the Doom 3 source code?
Jun
4
revised Why are all OpenGL function calls prefixed with “q” in the Doom 3 source code?
minor typographical improvements (further: id is not an acronym)
Jun
4
awarded  Good Answer
Jun
4
comment How to avoid “Blob-Systems” in an entity component system?
@Ken: Sometimes there are patterns that work well at large scales and poorly at small scales, or vice versa. Every technique has pros and cons. A pattern like ECS has pros that are irrelevant to Pong and cons that are quite relevant to Pong. You can't learn how to use a hammer well if you try to use it to drive in screws.
Jun
4
awarded  Enlightened
Jun
4
awarded  Nice Answer
Jun
4
answered Why are all OpenGL function calls prefixed with “q” in the Doom 3 source code?
May
31
answered Different damage systems?