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Tags: Algorithms, Collision detection, Game programming, OpenGL, Source code, Video games
Here we describe a method for checking collisions between arbitrary objects drawn by the GPU. The objects are not limited to any shape, complexity or orientation. The objects that are checked for collisions can be the same objects that are drawn on the screen. The algorithm is pixel perfect but without further refining is limited to 2D collisions.
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Tags: Algorithms, Artificial life, Fractals, Procedural generation, Programming, Video
For the last few days, I have been working on a planet generator. I originally got the idea from the method how you can easily tessellate a sphere into triangles.
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Tags: Algorithms, Image resizing, Image retargeting, Software, Source code
Note: See below for the updated version.
I saw this video of a SIGGRAPH paper about image retargeting (high res version here, read the paper here), that is rescaling an image so that the algorithm keeps the interesting areas intact and doesn’t squash everything. It’s called seam carving in the paper.
The video made it look [...]
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