Physics / Graphics / Procedural Animation / Visuals

## Timeslicing Batched Algorithms in Games

This post is part of my Game Programming Series. The source files for generating the animations in this post are on GitHub. A very useful technique to improve the performance of batched algorithms (multiple instances of the same algorithm) is … Continue reading

## Game Math: Curve Approximation via Curve “Projection”

This post is part of my Game Math Series. Also, this post is part 2 of a series (part 1) leading up to a geometric interpretation of Fourier transform and spherical harmonics. Drawing analogy from vector projection, we have seen … Continue reading

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## Game Math: “Projecting” a Curve onto Another

This post is part of my Game Math Series. Also, this post is part 1 of a series (part 2) leading up to a geometric interpretation of Fourier transform and spherical harmonics. Fourier transform and spherical harmonics are mathematical tools … Continue reading

Posted in Uncategorized | 1 Comment

## Game Math: “Dot Product” of Curves

OK. Based on some feedback, turns out the wording of this post is logically loose and not entirely correct. Here is a revised version of this post.

## 我的Uncharted 4開發雜記

Posted in Gamedev | 19 Comments

## A Brain Dump of What I Worked on for Uncharted 4

This post is part of My Career Series. Here is the Chinese translation of this post. 本文之中文翻譯在此 Now that Uncharted 4 is released, I am able to talk about what I worked on for the project. I mostly worked on … Continue reading

Posted in Gamedev | 31 Comments

## 我的秘境之旅

Posted in Gamedev | 6 Comments

## My Uncharted Journey

This post is part of My Career Series. Here is the Chinese translation of this post. 本文之中文翻譯在此 Note: This post was written before Uncharted 4 went gold, so it might contain tones or implications that Uncharted 4 hasn’t gone gold … Continue reading