Timeline



Dec 14, 2011:

10:24 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by Promit
Sorry, but using Verlet or RK4 is not a good idea in a physical …
10:18 PM Blog: Fuck you, Microsoft: reloading projects in Visual Studio comment added by jonathand.za@gmail.com
Add .suo files to your ignores - it contains user preferences like …
10:09 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by Richard
Hmm, the link to the presentation didn't work. And I can't add it now …
9:55 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by Richard
Hi Sam The term "Verlet integration" is more commonly used to …
6:32 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by geolm
"Your physics will suck a lot less, I guarantee it" true but the CPU …
4:07 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by sam
@mikarnage: I would like to write another article about RK4 to …
3:47 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by mikarnage
Hi, Nice explanation, I would have liked to see the case about what …
3:06 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by sam
nolink
2:58 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by sam
2:44 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by sam
tweaks
1:41 PM accurate-integral.png attached to Blog: Understanding basic motion calculations in games: Euler vs. Verlet by sam
1:05 PM Blog: Understanding basic motion calculations in games edited by sam
1:04 PM Blog: Understanding basic motion calculations in games edited by sam
Verlet integration trajectory
1:02 PM verlet-integration.png attached to Blog: Understanding basic motion calculations in games: Euler vs. Verlet by sam
3:23 AM Blog: Understanding basic motion calculations in games edited by sam
7th!
3:19 AM Blog: Understanding basic motion calculations in games edited by sam
be nicer to people!
2:35 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value comment added by sam
@Bernard: No, I have only used the knowledge that the fragment shader …
1:41 AM Blog: Understanding basic motion calculations in games edited by sam
fix nasty HTML shit
1:37 AM Blog: Understanding basic motion calculations in games edited by sam
12:41 AM Blog: Understanding basic motion calculations in games edited by sam
12:40 AM euler-integration.png attached to Blog: Understanding basic motion calculations in games: Euler vs. Verlet by sam
12:40 AM no-rage.png attached to Blog: Understanding basic motion calculations in games: Euler vs. Verlet by sam
12:40 AM derp.png attached to Blog: Understanding basic motion calculations in games: Euler vs. Verlet by sam
12:39 AM Blog: Understanding basic motion calculations in games created by sam
initial version

Dec 12, 2011:

7:17 PM Changeset [1112] by gary
build: minor reorganisation of the sandbox code.

Dec 11, 2011:

12:58 PM Changeset [1110] by sam
core: prefix Entity members with m_ to avoid accidental shadowing.

Dec 10, 2011:

4:53 PM Changeset [1109] by sam
build: for now, assume anything with <pthread.h> uses the pthread API.
3:02 PM Changeset [1108] by sam
gl: cache viewport size on all platforms, because we cannot query it …
3:02 PM Changeset [1107] by sam
test: do not test for strict doubles equality in quaternion unit test.

Dec 8, 2011:

6:20 PM Blog: GLSL code snippet: choosing from 4 vectors by Z value comment added by Bernard
How do you know how will the GLSL compiler pipeline the instructions ? …
12:38 AM research/nacl/test edited by sam
(diff)

Dec 7, 2011:

2:06 AM Changeset [1106] by sam
core: try to merge Ticker and Emcee. Still not very good.

Dec 5, 2011:

9:24 AM Changeset [1105] by sam
core: start working on the Emcee class.
9:24 AM Changeset [1104] by sam
test: unroll the Mandelbrot loop to gain a few milliseconds per frame, …

Dec 4, 2011:

12:26 PM dev edited by sam
(diff)
12:19 PM dev edited by sam
(diff)
12:03 PM dev edited by sam
(diff)
11:58 AM research/nacl/test edited by sam
(diff)
11:53 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by sam
improve code comments
11:44 AM doc edited by sam
(diff)

Dec 1, 2011:

10:32 AM research/nacl/test edited by sam
(diff)
10:31 AM fractal64.nexe attached to research/nacl/test by sam
Fractal Zoomer 64-bit binary
10:29 AM fractal32.nexe attached to research/nacl/test by sam
Fractal Zoomer 32-bit binary
10:28 AM fractal.nmf attached to research/nacl/test by sam
10:11 AM research/nacl/test edited by sam
better layout (diff)
10:06 AM research/nacl/test edited by sam
add a notice for non-Chrome users (diff)
9:37 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by sam
12:33 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by sam
12:28 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by sam
12:25 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by sam

Nov 30, 2011:

11:54 PM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by sam
11:54 PM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by sam
11:53 PM Blog: GLSL code snippet: choosing from 4 vectors by Z value created by sam
10:00 PM Changeset [1103] by sam
build: do not use --host=none with NaCl; we can be more specific, eg. …
10:00 PM Changeset [1102] by sam
test: proper multithreading in the Mandelbrot tutorial.
7:31 PM Changeset [1101] by gary
core: implement Queue on Win32 and on the PS3.
7:31 PM Changeset [1100] by gary
test: minor tuning, esp. for the PS3.
4:01 PM Changeset [1099] by sam
core: make the Queue object work with several producers, and get rid …
2:43 AM Changeset [1098] by sam
core: replace the Condition class with a nicer Queue object that is …
2:43 AM Changeset [1097] by sam
ps3: start implementing the PS3 threading system, and port the new …

Nov 29, 2011:

1:34 AM research/nacl/test edited by sam
add NaCl div for real (diff)

Nov 28, 2011:

6:58 PM Changeset [1095] by gary
win32: implement threads and mutexes.
3:01 AM Changeset [1094] by sam
build: add missing files to the distribution.
2:58 AM Changeset [1093] by sam
core: add a mediocre threading system as the base for the real thing.
2:58 AM Changeset [1092] by sam
tutorial: work around i915 driver limitations in the Mandelbrot viewer …
2:58 AM Changeset [1091] by sam
test: make namespace usage less intrusive in math examples.

Nov 26, 2011:

7:36 PM Changeset [1090] by sam
tutorial: smarter register and instruction usage in the Mandelbrot …
4:12 PM Changeset [1089] by sam
tutorial: simplify the Mandelbrot viewing shader in the hope that it …
1:20 AM WikiStart edited by sam
disclaimer (diff)

Nov 25, 2011:

7:24 PM Changeset [1088] by sam
tutorial: make the GLSL Mandelbrot shader completely branchless.
12:30 AM Changeset [1087] by sam
nacl: quick and dirty mouse support.
12:30 AM Changeset [1086] by sam
tutorial: fix texel offset issues in the fractal zoomer.

Nov 24, 2011:

7:01 PM Changeset [1085] by sam
nacl: workaround for ANGLE issue #258 where GLSL mod() is badly …

Nov 21, 2011:

1:49 AM Changeset [1084] by sam
nacl: the Mandelbrot zoomer is starting to work on NaCl.
1:49 AM Changeset [1083] by sam
gl: do not enable or disable GL_TEXTURE_2D with GLES 2.0, it's now illegal.
1:49 AM Changeset [1082] by sam
core: port all code to NativeClient. Nothing runs for now, but it builds.
1:49 AM Changeset [1081] by sam
gl: fix long-standing bug where clear color didn't properly set the …

Nov 20, 2011:

11:38 AM research/nacl/test edited by sam
(diff)
11:33 AM research/nacl/test created by sam
11:22 AM WikiStart edited by sam
(diff)
2:39 AM Changeset [1079] by sam
tutorial: progressive zoom in the Mandelbrot viewer.
12:34 AM Changeset [1078] by sam
tutorial: look into previous frames for data when zooming in the …

Nov 19, 2011:

2:00 PM Changeset [1077] by sam
tutorial: get the Mandelbrot viewer to run on OS X.

Nov 18, 2011:

6:42 PM Changeset [1076] by gary
ps3: fix a performance issue in the Mandelbrot viewer texture upload.

Nov 17, 2011:

11:34 PM Changeset [1075] by sam
ps3: fix a typo causing a compilation error.
4:42 PM Changeset [1074] by gary
tutorial: create texture with the proper format and type on the PS3.

Nov 16, 2011:

4:55 PM Changeset [1073] by gary
tutorial: port the new Mandelbrot shader to Cg.
1:31 AM Changeset [1072] by sam
tutorial: the Mandelbrot viewer now queries the nearest pixel of each …
12:55 AM Changeset [1071] by sam
tutorial: decorrelate window size and texture size in the Mandelbrot …

Nov 15, 2011:

9:19 PM Changeset [1070] by sam
tutorial: replace log() calls with fast approximations.
1:52 PM Changeset [1069] by gary
tutorial: port the Mandelbrot dithering shader to Cg.

Nov 14, 2011:

11:37 PM Changeset [1068] by sam
tutorial: try to send data to the GPU that matches the internal format.
11:37 PM Changeset [1067] by sam
tutorial: use a palette for the rendering; it gives us free dithering …
9:23 AM Changeset [1066] by sam
tutorial: try to reduce the blur effect; now it's pixelated…
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