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PolyVector

  1. @swartz_de Yeah, I was worried about that actually. :)
  2. Just tested Prancer's hearing for the 999th time and startled him with a loud noise! Guess our little Pran isn't completely deaf now...? :D
  3. http://twitpic.com/upx4t - Working a bit on Vehicle Physics and transparency (grass)...
  4. OMG! I Found out I was running SSAO 2 times per frame!!! It's my most expensive effect too! *hits head* ARGH! :)
  5. Kickass! The #xna guys added an Inverse Kinematics sample (I recently requested an example)... Coincidence? http://tinyurl.com/ycdgxkk :D
  6. Improved contact detection/resolution... faster+more accurate now. Nobody should be subjected to horrid collision detection/physics math. 8/
  7. Bought some more model packs for Dead Shift... you can never have enough. :)
  8. Oops! The last video I posted had a glitch that caused countless Garbage Collections... I was wondering why it was stuttering... oh well :/
  9. Trying to work Ellipsoids into my physics engine for character collision... uggg... I'm really sick of math! :)
  10. @eggplanteer Thanks, I'm pretty happy with the way it's turning out. :)
  11. Posted a new video showing off Dead Shift's improved physics/graphics: http://deadshift.com/category/blog :D... #xna #dreambuildplay #xbox
  12. #DreamBuildPlay is early this year! (or late last year?)... I thought I had more time! *thinks about entering*.......................... :)
  13. @parsnipper Blurtatious you say? I'll post a vid as soon as I fix some physics issues. ;)
  14. http://twitpic.com/so1hf - Improved motion blur w/ depth filtering... Baddass eh? :)
  15. @DarkFlowStudios I just got it looking nice... I use Abs(Dot(SrcVelocity, EachSampleVelocity)) in my blend weighting calculation. ;)
  16. @DarkFlowStudios Thanks, I still need some kind of smart (depth?) filtering to avoid artifacts when objects move w/ the camera. :)
  17. http://twitpic.com/sml6h - Playing around with Motion Blurring (using a Velocity Buffer)
  18. Found a point->poly bug... barycentric coordinates confuddle me. :)
  19. Finally got Box->Polygon collision working properly... Took me days to track down the problem... Me == slow. *celebrates* :)
  20. @kurisub If I was allowed to use a real engine, I wouldn't be writing one myself. ;)