Author Archives: Allen Chou

About Allen Chou

Physics / Graphics / Procedural Animation / Visuals

Game Programming: Time Slicing

Prerequisite Delayed Result Gathering Introduction In the previous tutorial, I used exposure avoidance as an example to demonstrate how to optimize computation with delayed result gathering. The basic idea is: kick jobs to run on worker threads and gather the … Continue reading

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Game Programming: Delayed Result Gathering

本文之中文翻譯在此 Introduction Back at DigiPen (my college where I learned gamedev), whenever people from the games industry came over on a company day to share their industry experience, one question always came up during Q&A: please tell us one thing … Continue reading

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Game Math: Dot Product, Rulers, And Bouncing Balls

本文之中文翻譯在此 Prerequisites Trignometry Basics – Sine & Cosine Trigonometry Basics – Tangent, Triangles, And Cannonballs Inverse Trigonometric Functions, Slope Angles, And Facing Objects Overview The dot product is a simple yet extremely useful mathematical tool. It encodes the relationship between … Continue reading

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Game Math: Inverse Trigonometric Functions, Slope Angles, And Facing Objects

本文之中文翻譯在此 Prerequisites Trignometry Basics – Sine & Cosine Trigonometry Basics – Tangent, Triangles, And Cannonballs Overview At this point, we have learned about the three basic trigonometric functions: sine, cosine, and tangent. Now, we are going to take a look … Continue reading

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Game Math: Trigonometry Basics – Tangent, Triangles, And Cannonballs

本文之中文翻譯在此 Prerequisite Trignometry Basics – Sine & Cosine Overview In the previous tutorial, we have learned about two basic trigonometric functions: sine & cosine. This time, we are going to look at another basic trigonometric function: tangent. Together, these three … Continue reading

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Game Math: Trigonometry Basics – Sine & Cosine

本文之中文翻譯在此 Overview Trigonometry is a very essential building block to a huge portion of game math. That’s why I’ve chosen this topic for the first tutorial of my new Gamedev Tutorials series. Having a solid understanding of basic of trigonometry … Continue reading

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Readable & Debuggable Multi-Condition Game Code

This post is part of my Game Programming Series. Over time, I have adopted several coding patterns for writing readable and debuggable multi-condition game code, which I systematically follow. By multi-condition code, I’m talking about code where certain final logic … Continue reading

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Game Math: Deriving the Slerp Formula

This post is part of my Game Math Series. It occurred to me that the entire time I’ve been working with quaternions, I have never read or learned about the derivation of the formula for slerp, spherical linear interpolation. I … Continue reading

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Game Math: Swing-Twist Interpolation (…Sterp?)

This post is part of my Game Math Series. Source files are on GitHub. Shortcut to sterp implementation. Shortcut to code used to generate animations in this post. An Alternative to Slerp Slerp, spherical linear interpolation, is an operation that … Continue reading

Posted in Gamedev, Math, Programming, Unity | 2 Comments

Unity Debug Draw Utility – Now with Shaded Styles

View post on imgur.com This post is part of my Game Programming Series. Complete source code for the debug draw utility and Unity scene for generating the demo animation above can be found on GitHub. Here is a shortcut to … Continue reading

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