Search
Follow Me
Categories
Archives
Meta
Feeds
Author Archives: Allen Chou
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
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