Graphics


Vertex Formats Part 1: Compression

So, I tweeted What I just did: “Switch to SNORM16 for position and multiply the vertex by 64.0 when rendering the player’s cockpit for enough precision” – Me, right now: https://www.youtube.com/watch?v=Tnod9vtB4xA And that sparked waaay more attention than I thought. But it also made me realize lots of devs have incomplete […]


Frustum vs Pyramid intersection (also Frustum vs Frustum)

I couldn’t find much (helpful) info about this online, other than “just use SAT” in a sentence with no code or explanation. Maybe my Google-Fu failed me. But considering Emil Persson labelled this a hard problem, perhaps it isn’t only me (note: Hard here does not refer to Hard NP. […]