Author Archives: Allen Chou

About Allen Chou

Physics / Graphics / Procedural Animation / Visuals

Game Math: More on Numeric Springing

This post is part of my Game Math Series. Source files are on GitHub Previously, I talked about numeric springing and provided some examples. I have been saving up miscellaneous topics I would like to discuss about numeric springing, and … Continue reading

Posted in Gamedev, Math, Physics | Leave a comment

Game Math: Numeric Springing Examples

This post is part of my Game Math Series. Source files are on GitHub So, you have seen how to precisely control numeric springing in my previous post. I showed this animation as an example. Manually fine-tuning the animation with … Continue reading

Posted in Gamedev, Math, Physics | 7 Comments

Game Math: Precise Control over Numeric Springing

This post is part of my Game Math Series. Source files are on GitHub Check out this post if you want to see more visual examples of numeric springing. Numeric springing is a very powerful tool for procedural animation. You … Continue reading

Posted in C/C++, Gamedev, Math | 9 Comments

GDC Social Tips

This post is part of My Career Series. I wrote some tips on meeting people at GDC a while ago. It was the GDC that lead me to my current job at Naughty Dog (more on this here). Recently, I … Continue reading

Posted in Gamedev | 2 Comments

Safe Scope-Based Instrumented Profiler

This post is part of my Game Programming Series. Let’s say we have an interface for an instrumented profiling library that looks like this: The argument you pass to BeginBlock is a custom block name for you to identify the … Continue reading

Posted in C/C++, Gamedev | 2 Comments

到目前為止的Naughty Dog生活

本文屬於My Career系列文 Here is the original English post. 本文之英文原文在此

Posted in Gamedev | Leave a comment

My Life at Naughty Dog So Far

This post is part of My Career Series. 本文之中文翻譯在此 Disclaimer: Opinions expressed in this post are my own and does not represent Naughty Dog in any way. Edit: Thank you for all your concern. I already ran this post through … Continue reading

Posted in Gamedev | 1 Comment

Scope-Based Resource Management (RAII)

This post is part of my Game Programming Series. It has been 4 months since I graduated from DigiPen and started working at Naughty Dog as a Game Programmer. Since then, I have been too lazy to write anything big … Continue reading

Posted in C/C++, Design Patterns, Gamedev | Leave a comment

Game Math: Interpolating Quaternions with Circular Blending

This post is part of my Game Math Series. While processing data for skeletal animations, we are usually faced with a series of discrete samples of positions and orientations. The positional samples are typically stored as a series of 3D … Continue reading

Posted in Gamedev, Math | 2 Comments

Game Math: Quaternion Implementations

This post is part of my Game Math Series. I have covered the basics of quaternions. In this post, I will show some examples of quaternion implementations. The Interface We want our quaternion class to handle basic arithmetics (addition, subtraction, … Continue reading

Posted in Gamedev, Math | Leave a comment