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_swx_

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  1. I think the standard approach is to have a really large "world cube" as the initial shape and clip it against the planes. This is the approach in most papers I've read and the one I'm using. I am however using a plane based representation for all the actual operations, and only compute points for rendering since this allows me to have 100% robust CSG operations.
  2. You mean like this: https://sites.google.com/site/takahiroharada/storage/2012SA_2.5DCulling.pdf?attredirects=0
  3. OpenGL

    One good reason not to use GLM is that Eigen is much more versatile and suitable for more than simple graphics calculations :) GLM doesn't have any of the advanced features that Eigen has and mixing different math libraries is messy as hell.
  4. www.cs.unc.edu/~olano/papers/SuccessiveMapping.IJCGA.pdf?   "In this paper we present a new simplification algorithm, which computes a piece-wise linear mapping between the original surface and the simplified surface"   Some images from an old implementation I did: Left: High poly Middle: Low poly Right: High poly geometry mapped onto low-poly mesh   Any property can be transferred from the high poly version.
  5. I'm on a ketogenic diet, so I eat almost no carbohydrates at all. No negative side effects as far as I can tell :)
  6.   Who exactly decides what's allowed, and how come Bitsquid is excempt from those rules?
  7. I'm using a system similar to the one described here: http://bitsquid.blogspot.se/2009/11/bitsquid-low-level-animation-system.html http://bitsquid.blogspot.se/2011/10/low-level-animation-part-2.html
  8. struct Vector2D{ float x, y; }; struct Point2D{ float x, y; operator Vector2D() const { Vector2D r = { x, y }; return r; } }; Point2D operator-(const Point2D &lh, const Point2D &rh) { Point2D r = { lh.x - rh.x, lh.y - rh.y }; return r; } int main() { Point2D x = { 1, 1 }; Point2D y = { 2, 2 }; Vector2D z = x - y; }
  9. I don't recommend having different types for points and vectors though... it will make your code much messier with lots of conversions.
  10. Avoid conversion operators and find alternative solutions like: Vector2D operator-(const Position2D &lh, const Position2D &rh) { return Vector2D(lh.x - rh.x, lh.y - rh.y); }
  11. I use json for pretty much all my resource files except textures, models and other very large resource types. This allows my resource compiler to automatically find dependencies between the resources.
  12. http://macton.smugmug.com/gallery/8936708_T6zQX#!i=593426709&k=BrHWXdJ is a good read if you want to write really efficient code, even if the author is a bit smug ;)    
  13. Use SSE intrinsics?   __m128 x = _mm_set_ps(3*3, 2*2, 4*4, 8*8); __m128 y = _mm_sqrt_ps(x); // sqrt(x) __m128 z = _mm_mul_ps(y, y); // sqrt(x) * sqrt(x)   Or use a library like Eigen (http://eigen.tuxfamily.org).   Edit: I don't know how much faster using SSE is (if at all). Anyway, Alvaro has the best solution. An actual distance value is very rarely needed.
  14. http://www.bitsquid.se/files/resource_management.html   http://www.altdevblogaday.com/2012/06/04/read-my-lips-no-more-loading-screens/
  15. http://rapidxml.sourceforge.net/ It doesn't support everything but is very fast: http://rapidxml.sourceforge.net/manual.html#namespacerapidxml_1performance_charts