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Pink Horror

Member Since 02 Jul 2013
Offline Last Active Yesterday, 08:36 PM

Posts I've Made

In Topic: Rendering Astral Bodies and Horizont

13 August 2014 - 09:25 AM

I don't know if there's any web service out there that can be queried for star positions, but this still sounds like it would be helpful to look into: http://www.stellarium.org.


In Topic: Voronoi-based Client-side Lag Compensation and Interaction Offload

03 August 2014 - 06:52 PM

You know, you should probably make your marketing pitch a little more straightforward. I have a fair background in most of these topics, and it me 10 minutes to decipher all the buzzwords and figure out what your post is getting at.

 

I don't think it's marketing, but I don't really understand what the point is. It looks like maybe an incomplete essay for a homework assignment, maybe posted here to see how people would respond and to get ideas for how to finish it. But I'm really, really cynical sometimes.


In Topic: Floats vs Ints.

03 August 2014 - 01:49 PM


Actually, in Lua all numbers are FP32. And it's a pain in the ass, because all of a sudden you loose the ability to store a 32-bit hash or a 32-bit Unicode codepoint as a regular number. Indices for an array can not only be negative, but can also be fractions or NANs.

 

I don't know the history or what version of Lua you're talking about, but in the version of Lua that I downloaded source for around a year ago, the base lua_Number is a double, and it is configurable.


In Topic: Game programming curriculum. Feedback please !

24 July 2014 - 07:45 PM

There should probably be something about algorithms. If there's one book any programmer should have, it's Introduction to Algorithms: http://mitpress.mit.edu/books/introduction-algorithms.

 

For the math section, to start to learn how to apply all those vectors and geometry and such to a game, this book is very useful: http://realtimecollisiondetection.net/

 

Those are my two favorites.


In Topic: Vertex shader value is not interpolated in pixel shader

16 July 2014 - 08:19 PM

How do you compute your tangents? My guess is that your triangles all have unique vertices, even when they are adjacent, and the flat shading is an accurate reflection of the situation. I would dump the buffers out to a file and inspect manually.

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