Latest math Activity
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Try forcing highp
precision everywhere in the fragment shader, disabling mipmaps, using nearest-neighbor filtering, and verifying UV alignment. Compare encoded/decoded values in compute vs fragment shaders. Also check for texel padding and interpolation errors at probe boundaries.
Tphone12 said:
double precision because it represents a significant technical achievement that overcomes a major limitation in game development
How do you figure that? There's nothing inherently hard about double precision. For code it's writing “double” instead of “float”. For C-derived languages do…
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Jikoob said:
When narrowing down my question to the simple diagonal throw/free fall problem I do agree that the math here is not complicated and it's probably the best way to implement such mechanic.
To me, the argument usually is: If the problem has an analytical solution, then i really want to use …
A major part of gameplay is making sure objects are at the right places at the right times. This means you must understand the mechanisms behind how objects in a scene are placed at a particular position. You need to know how to do stuff like program a door to swing open when activated, or calculat…
@taby Yep that is the best one I found so far. It solved every equation I put in it so far except the one I need. Maybe it is not the calculator's fault but maybe I made an error (not in my code, but in my math theory.)
There is also EES but they are expensive.
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Linear interpolation is everywhere. Games, 3D animation, image creation tools and much more all rely heavily on interpolation, so having a thorough understanding of linear interpolation is extremely important.
This text is somewhat geared towards game developers, however it's general enough to apply…