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Allen Chou

Member Since 15 Jul 2010
Offline Last Active Yesterday, 03:32 PM

Posts I've Made

In Topic: Is gamesdevil.net an imposter of gamedev.net?

30 June 2015 - 10:58 PM


It's a direct clone ... artwork, layout, everything. They didn't even change the name on the home page !!!

They even load forum posts and journal entries from this site !

Registry Domain ID: 1943019022_DOMAIN_NET-VRSN 
Registrar WHOIS Server: whois.name.com 
Registrar URL: http://www.name.com 
Updated Date: 2015-06-29T04:13:08-06:00Z
Creation Date: 2015-06-29T04:13:07-06:00Z
Registrar Registration Expiration Date: 2016-06-29T04:13:07-06:00Z



Looks like they are just loading everything from gamedev.net. The only difference is the domain name.

In Topic: Game Math: Precise Control over Numeric Springing

08 April 2015 - 11:33 AM

Haha. Sorry.

The link to the math series is now fixed.

In Topic: GDC Social Tips

25 January 2015 - 08:52 AM

Unless maybe you bring headphones too (and even then I think it would still not sound good), but I don't know if it's a good idea.


Bringing headphones sound like a good plan.


Hi Allen, thanks for sharing - I think this would make a fantastic article if you're interested in submitting it to be shared to a wider audience: http://www.gamedev.net/page/resources/_/gdnethelp/how-to-publish-on-gamedevnet-r2927

(Apologies for the lack of formatting, I'm on mobile right now.)


OK. Will do :)

In Topic: Interpolating Quaternions with Circular Blending

18 April 2014 - 09:37 PM


A bisector of a line segment connecting two points on a circle always goes through the center of the circle.

My comment was regarding the length of n1 and n2, not their direction. The illustration implies that the lengths of n1 and n2 are each equal to the distance between the respective midpoints and the center of the circle. E.g., ||n1|| == ||m1 - C||. If that were true (which I believe it is not), then finding the center would be trivial.


I'm just commenting that the illustration is misleading in that regard. Showing shorter vectors n1 and n2 (i.e., an unknown distance between the vectors heads and the center) would better highlight the need for the parameterized bisectors. Something like the following:





Ah, I see what you're talking about now.

You are right. n1 and n2 should not have the exact distance from the midpoint to the center of the circle C.

The figure is kind of misleading.

My bad tongue.png

In Topic: Interpolating Quaternions with Circular Blending

18 April 2014 - 08:25 PM

I'm currently working on an animation editor and am just at the point of implementing an algorithm for interpolating rotations between keyframes, so I find your article of particular interest. Thank you for posting it.


A comment regarding the illustration showing the circle with center C, three quaternions (q1, q0 and q2) on the perimeter, and bisectors n1 and n2 at midpoints m1 and m2 respectively: the illustration implies that n1 and n2 meet at C. That is not always the case, is it? I assume that it not the case, otherwise parameterized bisectors would not be needed.


A bisector of a line segment connecting two points on a circle always goes through the center of the circle. Given three points on the circle, we need two bisectors of line segments connecting point pairs on the circle in order to find the center of the circle. The purpose of parameterizing the bisectors is to find the intersection of the bisector, which is the center of the circle.


I should probably add some comments to clarify. Thanks for pointing it out.