| Website | https://joaobapt.com/ |
| GitHub | https://github.com/JoaoBaptMG |
| https://linkedin.com/in/joaobapt | |
| https://twitter.com/JoaoBapt |
| Website | https://joaobapt.com/ |
| GitHub | https://github.com/JoaoBaptMG |
| https://linkedin.com/in/joaobapt | |
| https://twitter.com/JoaoBapt |
“Game design is more important than game tech”
Me inside: 😡😡😡😡😡
Me outside: “yeah, I get that”
Vertex -> vertices
Index -> indices
Regex -> regices
Mutex -> mutices
Cortex -> cortices
What else? 😝
Anyone knows good articles about oblique projection of shadow maps onto the frustum planes? Seems like an interesting technique to save space and avoid undersampling.
When I was trying to derive it myself, I was trying to protectively map the “frustum trapezoid” to a rectangle while preserving the perceived projected depth, but it seemed impossible to do it.
I remember seeing some researches about fast parsing of floating-point numbers from text format. This is necessary to optimize parsing of textual records with potentially millions or billions of numbers, things that would potentially only be created by computers themselves.
But, if you’re a computer creating a file to be read by another computer, why not just export the binary representation of the number? This will skip synthesizing the number *and* skip parsing, saving some resources.