Timeline
Jan 9, 2012:
 11:49 PM Changeset [1128] by
 math: fix an infinite loop in the real number print function.
 11:49 PM Changeset [1127] by
 math: significant performance improvements in the Remez solver.
 11:49 PM doc/maths/remez/tutorialadditionaltips edited by
 fix tutorial for upcoming LolRemez 0.2 (diff)
 11:38 PM doc/maths/remez/tutorialfixingparameters edited by
 fix tutorial for upcoming LolRemez 0.2 (diff)
 11:36 PM doc/maths/remez/tutorialchangingvariables edited by
 fix tutorial for upcoming LolRemez 0.2 (diff)
 11:20 PM doc/maths/remez/tutorialrelativeerror edited by
 fix tutorial for upcoming LolRemez 0.2 (diff)
 11:18 PM doc/maths/remez/tutorialexponential edited by
 fix tutorial for upcoming LolRemez 0.2 (diff)
 2:30 PM Changeset [1126] by
 math: write a faster factorial method for use in exp() and sin(). …
 2:18 PM Blog: Better function approximations: Taylor vs. Remez comment added by
 @Sam, actually, I solved everything based on Euler for atan, thanks, …
Jan 5, 2012:
 6:35 PM Changeset [1125] by
 core: throw out the idea of a disk thread, let's seem what comes from it.
 6:35 PM Changeset [1124] by
 lolremez: distribute Visual Studio files with LolRemez.
 6:35 PM Changeset [1123] by
 core: fix a few implicit 64to32bit casts in the real methods.
Jan 4, 2012:
 12:27 PM Blog: Better function approximations: Taylor vs. Remez comment added by
 @Sam, I only want to get arctan now, the other two can be calculated …
Jan 3, 2012:
 2:36 PM Blog: Better function approximations: Taylor vs. Remez comment added by
 @Gábor: usually inverse trigonometric functions use the following …
 12:12 PM Blog: Better function approximations: Taylor vs. Remez comment added by
 Yes, it started to behave very nicely now. If only the same could be …
Jan 2, 2012:
 12:33 PM doc/lol/math/real.h edited by
 (diff)
 11:03 AM doc/lol/math/real.h edited by

get rid of
<<
and>>
information (diff)  4:16 AM Blog: Better function approximations: Taylor vs. Remez comment added by
 @Gábor: thanks for the feedback. The printout issues were a bug that …
 4:14 AM Changeset [1122] by
 real: get rid of <<= and >>= operators; we can use ldexp() instead. As …
 4:14 AM Changeset [1121] by
 real: fix a rounding bug in real number printing.
Jan 1, 2012:
 6:27 PM Blog: Better function approximations: Taylor vs. Remez comment added by
 With the order above 20, I started to get real printouts like …
Dec 31, 2011:
 10:04 PM Blog: Better function approximations: Taylor vs. Remez comment added by
 Definitely, thanks, very interested, I'll check it out first thing in …
 12:11 AM research/trig edited by
 (diff)
Dec 30, 2011:
 11:32 PM research/trig edited by
 (diff)
 6:55 PM Blog: Announce: LolRemez 0.1 released comment added by
 Wow, this is really interesting. Not just the code itself, but I'm …
 1:59 PM doc/maths/remez/tutorialrelativeerror edited by
 just a few retakes (diff)
 12:49 AM doc/maths/remez/tutorialchangingvariables edited by
 minor tweaks (diff)
 12:48 AM doc/maths/remez/tutorialrelativeerror edited by
 +TOC and explicit relative error (diff)
 12:46 AM doc/maths/remez/tutorialexponential edited by
 +TOC (diff)
Dec 29, 2011:
 8:02 PM WikiStart edited by
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 7:59 PM WikiStart edited by
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 7:53 PM Blog: Better function approximations: Taylor vs. Remez comment added by
 @Gábor: Well you will be happy to learn that I made a …
 7:50 PM Blog: Better function approximations: Taylor vs. Remez edited by
 7:48 PM Blog: Announce: LolRemez 0.1 released edited by
 7:47 PM Blog: Announce: LolRemez 0.1 released edited by
 7:47 PM Blog: Announce: LolRemez 0.1 released created by
 7:42 PM oss/lolremez edited by
 (diff)
 7:41 PM Changeset [1120] by
 build: remove #if directives from remez.cpp when distributing LolRemez.
 7:36 PM Changeset [1119] by
 math: make everything clean for a LolRemez release.
 7:36 PM Changeset [1118] by
 core: placement new requires #include <new>, fixing that and a few …
 7:36 PM Changeset [1117] by
 math: move the Remez algorithm implementation to the core.
 7:34 PM doc/maths/remez/tutorialadditionaltips edited by
 (diff)
 7:30 PM doc/maths/remez/tutorialfixingparameters edited by
 C++ syntax (diff)
 6:17 PM doc/maths/remez edited by
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 6:15 PM doc/maths/remez edited by
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 6:10 PM doc/maths/remez edited by
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 5:50 PM doc/maths/remez edited by
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 5:45 PM oss/lolremez edited by
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 5:44 PM doc/maths/remez edited by
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 5:43 PM oss/lolremez created by
 5:39 PM oss edited by
 (diff)
 5:38 PM doc/maths/remez/tutorialexponential edited by
 fix link (diff)
 5:37 PM doc/maths/remez/tutorialexponential edited by
 fix LolRemez link (diff)
 5:34 PM doc/maths/remez/tutorialadditionaltips edited by
 initial document (diff)
 5:33 PM doc/maths/remez/tutorialadditionaltips edited by
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 5:33 PM doc/maths/remez/tutorialadditionaltips edited by
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 5:32 PM doc/maths/remez/tutorialadditionaltips created by
 4:42 PM doc/maths/remez edited by
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 4:34 PM doc/maths/remez edited by
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 4:31 PM doc/maths/remez/tutorialchangingvariables edited by
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 2:55 AM doc/maths/remez/tutorialfixingparameters edited by
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 2:50 AM doc/maths/remez edited by
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 2:50 AM doc/maths/remez edited by
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 2:49 AM doc/maths/remez/tutorialfixingparameters edited by
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 2:46 AM doc/maths/remez/tutorialfixingparameters edited by
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 2:44 AM doc/maths/remez/tutorialfixingparameters created by
 2:09 AM doc/lol/math/real.h edited by
 typo (diff)
 2:06 AM doc/maths/remez/tutorialexponential edited by
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 2:06 AM doc/maths/remez/tutorialexponential edited by
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 2:04 AM doc/maths/remez/tutorialexponential edited by
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 1:59 AM doc/maths/remez/tutorialexponential edited by
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 1:59 AM doc/maths/remez/tutorialexponential edited by
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 1:57 AM doc/maths/remez/tutorialexponential edited by
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 1:52 AM doc/maths/remez/tutorialchangingvariables edited by
 typo!! (diff)
 1:50 AM doc/maths/remez/tutorialchangingvariables edited by
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 1:47 AM doc/maths/remez/tutorialchangingvariables edited by
 (diff)
 1:47 AM doc/maths/remez/tutorialchangingvariables created by
 12:33 AM doc/maths/remez/tutorialexponential edited by
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 12:32 AM doc/maths/remez/tutorialexponential edited by
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 12:30 AM doc/maths/remez/tutorialrelativeerror edited by
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 12:16 AM doc/maths/remez/tutorialrelativeerror edited by
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 12:15 AM doc/maths/remez/tutorialrelativeerror edited by
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 12:14 AM doc/maths/remez/tutorialexponential edited by
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 12:12 AM doc/maths/remez/tutorialrelativeerror edited by
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 12:08 AM doc/maths/remez/tutorialrelativeerror created by
 first shot
Dec 28, 2011:
 11:31 PM doc/maths/remez/tutorialexponential edited by
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 11:29 PM doc/maths/remez/tutorialexponential edited by
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 11:17 PM doc/maths/remez/tutorialexponential edited by
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 10:55 PM doc/maths/remez/tutorialexponential created by
 10:34 PM doc/maths/remez edited by
 (diff)
 10:17 PM doc/lol/math/real.h edited by
 (diff)
 10:09 PM doc/maths/remez edited by
 (diff)
 9:58 PM doc/maths/remez created by
 6:47 PM doc/lol/math/real.h edited by
 (diff)
 6:42 PM doc/lol/math/real.h edited by
 (diff)
 6:24 PM doc/lol/math/real.h created by
 start the real class documentation
 4:16 PM doc edited by
 (diff)
 4:14 PM doc edited by
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Dec 27, 2011:
 8:20 PM Blog: Better function approximations: Taylor vs. Remez comment added by
 Hi, Sam, I visited a friend with a Matlab and, dear me, it can't do …
Dec 26, 2011:
 9:19 PM Blog: Better function approximations: Taylor vs. Remez comment added by
 Hi, Sam, I searched high and low for high precision (not actually …
Dec 23, 2011:
 3:43 AM Changeset [1116] by
 core: fix the sign of a negative real number raised to an even power, …
Dec 22, 2011:
 9:09 PM Changeset [1115] by
 core: allow to build a real number using a string literal.
 8:34 PM Changeset [1114] by
 core: fix compilation warnings in one of the floattohalf LUTs.
 4:43 PM Blog: C/C++ trick: static lookup table generation comment added by
 @anonymous #1: unfortunately there are two problems with this. First, …
 2:42 PM Blog: C/C++ trick: static lookup table generation comment added by
 U should start using D ProgrammingLanguage ;)..…
Dec 21, 2011:
 11:29 PM Blog: Better function approximations: Taylor vs. Remez edited by
 11:14 PM Blog: Better function approximations: Taylor vs. Remez edited by
 11:10 PM Blog: Better function approximations: Taylor vs. Remez edited by
 better code layout
 11:08 PM Blog: Better function approximations: Taylor vs. Remez created by
 Initial version
 11:21 AM Blog: C/C++ trick: static lookup table generation comment added by
 An example of a trig lookup table (Taylor series maybe) would be excellent.
Dec 20, 2011:
 10:41 PM Blog: Understanding fast float/integer conversions edited by
 fix syntax colouring
 10:26 PM Blog: C/C++ trick: static lookup table generation edited by
 10:21 PM Blog: C/C++ trick: static lookup table generation created by
 Initial version
Dec 15, 2011:
 2:34 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by
 12:33 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
 Lol, love that article. Extremely well presented, keep up (good work, …
 12:21 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
 @Richard: thank you for the suggestions, I will make it clearer that …
 12:15 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet edited by
 fix brainfart
 12:15 PM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
 @Valentin: that is indeed a mistake! I'm gonna fix that immediately, …
 11:34 AM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
 [[Image(http://lol.zoy.org/tracmath/571293ea6792e5f554ea216394ac33cd75e …
 11:34 AM Blog: Understanding basic motion calculations in games: Euler vs. Verlet comment added by
 Err, about your definition of acceleration. v(t) = d p(t) / dt a(t) = …
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.
Note: See TracTimeline
for information about the timeline view.