Timeline
Dec 14, 2011:
- 10:24 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
- 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
- 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
- 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
- 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
- "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
- @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
- 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
- nolink
- 2:58 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by
- 2:44 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by
- tweaks
- 1:05 PM Blog: Understanding basic motion calculations in games edited by
- 1:04 PM Blog: Understanding basic motion calculations in games edited by
- Verlet integration trajectory
- 3:23 AM Blog: Understanding basic motion calculations in games edited by
- 7th!
- 3:19 AM Blog: Understanding basic motion calculations in games edited by
- be nicer to people!
- 2:35 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value comment added by
- @Bernard: No, I have only used the knowledge that the fragment shader …
- 1:41 AM Blog: Understanding basic motion calculations in games edited by
- fix nasty HTML shit
- 1:37 AM Blog: Understanding basic motion calculations in games edited by
- 12:41 AM Blog: Understanding basic motion calculations in games edited by
- 12:39 AM Blog: Understanding basic motion calculations in games created by
- initial version
Dec 12, 2011:
- 7:17 PM Changeset [1112] by
- build: minor reorganisation of the sandbox code.
Dec 11, 2011:
- 12:58 PM Changeset [1110] by
- core: prefix Entity members with m_ to avoid accidental shadowing.
Dec 10, 2011:
- 4:53 PM Changeset [1109] by
- build: for now, assume anything with <pthread.h> uses the pthread API.
- 3:02 PM Changeset [1108] by
- gl: cache viewport size on all platforms, because we cannot query it …
- 3:02 PM Changeset [1107] by
- 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
- How do you know how will the GLSL compiler pipeline the instructions ? …
- 12:38 AM research/nacl/test edited by
- (diff)
Dec 7, 2011:
- 2:06 AM Changeset [1106] by
- core: try to merge Ticker and Emcee. Still not very good.
Dec 5, 2011:
- 9:24 AM Changeset [1105] by
- core: start working on the Emcee class.
- 9:24 AM Changeset [1104] by
- test: unroll the Mandelbrot loop to gain a few milliseconds per frame, …
Dec 4, 2011:
- 12:26 PM dev edited by
- (diff)
- 12:19 PM dev edited by
- (diff)
- 12:03 PM dev edited by
- (diff)
- 11:58 AM research/nacl/test edited by
- (diff)
- 11:53 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by
- improve code comments
- 11:44 AM doc edited by
- (diff)
Dec 1, 2011:
- 10:32 AM research/nacl/test edited by
- (diff)
- 10:11 AM research/nacl/test edited by
- better layout (diff)
- 10:06 AM research/nacl/test edited by
- add a notice for non-Chrome users (diff)
- 9:37 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by
- 12:33 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by
- 12:28 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by
- 12:25 AM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by
Nov 30, 2011:
- 11:54 PM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by
- 11:54 PM Blog: GLSL code snippet: choosing from 4 vectors by Z value edited by
- 11:53 PM Blog: GLSL code snippet: choosing from 4 vectors by Z value created by
- 10:00 PM Changeset [1103] by
- build: do not use --host=none with NaCl; we can be more specific, eg. …
- 10:00 PM Changeset [1102] by
- test: proper multithreading in the Mandelbrot tutorial.
- 7:31 PM Changeset [1101] by
- core: implement Queue on Win32 and on the PS3.
- 7:31 PM Changeset [1100] by
- test: minor tuning, esp. for the PS3.
- 4:01 PM Changeset [1099] by
- core: make the Queue object work with several producers, and get rid …
- 2:43 AM Changeset [1098] by
- core: replace the Condition class with a nicer Queue object that is …
- 2:43 AM Changeset [1097] by
- ps3: start implementing the PS3 threading system, and port the new …
Nov 29, 2011:
- 1:34 AM research/nacl/test edited by
- add NaCl div for real (diff)
Nov 28, 2011:
- 6:58 PM Changeset [1095] by
- win32: implement threads and mutexes.
- 3:01 AM Changeset [1094] by
- build: add missing files to the distribution.
- 2:58 AM Changeset [1093] by
- core: add a mediocre threading system as the base for the real thing.
- 2:58 AM Changeset [1092] by
- tutorial: work around i915 driver limitations in the Mandelbrot viewer …
- 2:58 AM Changeset [1091] by
- test: make namespace usage less intrusive in math examples.
Nov 26, 2011:
- 7:36 PM Changeset [1090] by
- tutorial: smarter register and instruction usage in the Mandelbrot …
- 4:12 PM Changeset [1089] by
- tutorial: simplify the Mandelbrot viewing shader in the hope that it …
- 1:20 AM WikiStart edited by
- disclaimer (diff)
Nov 25, 2011:
- 7:24 PM Changeset [1088] by
- tutorial: make the GLSL Mandelbrot shader completely branchless.
- 12:30 AM Changeset [1087] by
- nacl: quick and dirty mouse support.
- 12:30 AM Changeset [1086] by
- tutorial: fix texel offset issues in the fractal zoomer.
Nov 24, 2011:
- 7:01 PM Changeset [1085] by
- nacl: workaround for ANGLE issue #258 where GLSL mod() is badly …
Nov 21, 2011:
- 1:49 AM Changeset [1084] by
- nacl: the Mandelbrot zoomer is starting to work on NaCl.
- 1:49 AM Changeset [1083] by
- gl: do not enable or disable GL_TEXTURE_2D with GLES 2.0, it's now illegal.
- 1:49 AM Changeset [1082] by
- core: port all code to NativeClient. Nothing runs for now, but it builds.
- 1:49 AM Changeset [1081] by
- gl: fix long-standing bug where clear color didn't properly set the …
Nov 20, 2011:
- 11:38 AM research/nacl/test edited by
- (diff)
- 11:33 AM research/nacl/test created by
- 11:22 AM WikiStart edited by
- (diff)
- 2:39 AM Changeset [1079] by
- tutorial: progressive zoom in the Mandelbrot viewer.
- 12:34 AM Changeset [1078] by
- tutorial: look into previous frames for data when zooming in the …
Nov 19, 2011:
- 2:00 PM Changeset [1077] by
- tutorial: get the Mandelbrot viewer to run on OS X.
Nov 18, 2011:
- 6:42 PM Changeset [1076] by
- ps3: fix a performance issue in the Mandelbrot viewer texture upload.
Nov 17, 2011:
- 11:34 PM Changeset [1075] by
- ps3: fix a typo causing a compilation error.
- 4:42 PM Changeset [1074] by
- tutorial: create texture with the proper format and type on the PS3.
Nov 16, 2011:
- 4:55 PM Changeset [1073] by
- tutorial: port the new Mandelbrot shader to Cg.
- 1:31 AM Changeset [1072] by
- tutorial: the Mandelbrot viewer now queries the nearest pixel of each …
- 12:55 AM Changeset [1071] by
- tutorial: decorrelate window size and texture size in the Mandelbrot …
Nov 15, 2011:
- 9:19 PM Changeset [1070] by
- tutorial: replace log() calls with fast approximations.
- 1:52 PM Changeset [1069] by
- tutorial: port the Mandelbrot dithering shader to Cg.
Nov 14, 2011:
- 11:37 PM Changeset [1068] by
- tutorial: try to send data to the GPU that matches the internal format.
- 11:37 PM Changeset [1067] by
- tutorial: use a palette for the rendering; it gives us free dithering …
- 9:23 AM Changeset [1066] by
- tutorial: try to reduce the blur effect; now it's pixelated…
Note: See TracTimeline
for information about the timeline view.