
@dbucksteini
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Yeah, I made a video game once... programs games, does graphics, likes game maths, is creative, has cheezburger. Ask me about quaternions.
Burlington, VT
Joined January 2010
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In case you haven't heard, I decided to casually publish some of my teaching materials. For the greater good. To be updated occasionally. github.com/dbuckstein/teachi…
My talk at #GDC21 is today!
schedule.gdconf.com/session/…
Getting excited to present at #GDC21! Come check out "A Three Course Meal in Graphics Programming Education" 🫖
schedule.gdconf.com/session/…
This is one of the most visually appealing things I have ever seen and the montage at the end is perfection.
youtube.com/watch?v=QwXK4e4u…
"Is this the real life?
Is this just vertices?
Caught in a pipeline, with no
Escape from... intro graphics."
~me teaching the rendering pipeline, today
Watch this, register to vote, vote, tell your friends to vote, repeat.
youtube.com/watch?v=pkpfFuiZ…
Interesting visualization, however, while the quantity and positions of cells are the same, the adjacency patterns differ (6 adjacent cells for hex, 4 or 8 for iso); they are similar but their utility is different.
In case you didn't know, hexagonal grids are the same as isometric grids. I kid you not.
#gamedev #screenshotsaturday xitter.cf/YellowAfterlife/status…
Dan Buckstein retweeted
Speaking of, if you want your cos(x) functions to stop aliasing (flickering) on the screen, you need to filter them. If w=pixel size, replace cos(x) by
(1/w)∫cos(t)dt, t ∈ (x-½w, x+½w) = cos(x)·sin(½w)/(½w)
Check before and after video: (more info
iquilezles.org/www/articles/…)















