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Adrian Boeing: Blog

Also check out Adrian Boeing's webpage. Sunday, November 04, 2012. Back-substitution and inverting matricies. Matrix triangulation and back-substitution algorithms can be used in combination with gaussian elimination to solve systems of equations or to find the inverse of a matrix. I previously covered gaussian elimination. Continuing on we can now solve the systems of equations using back substitution. The matrix we had to solve was:. 1 2 1 4 13 0 -4 2 -5 2 0 0 -5 -7.5 -35 0 0 0 -9 -18. Pivot through al...

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Also check out Adrian Boeing's webpage. Sunday, November 04, 2012. Back-substitution and inverting matricies. Matrix triangulation and back-substitution algorithms can be used in combination with gaussian elimination to solve systems of equations or to find the inverse of a matrix. I previously covered gaussian elimination. Continuing on we can now solve the systems of equations using back substitution. The matrix we had to solve was:. 1 2 1 4 13 0 -4 2 -5 2 0 0 -5 -7.5 -35 0 0 0 -9 -18. Pivot through al...
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Adrian Boeing: Blog | adrianboeing.blogspot.com Reviews

https://adrianboeing.blogspot.com

Also check out Adrian Boeing's webpage. Sunday, November 04, 2012. Back-substitution and inverting matricies. Matrix triangulation and back-substitution algorithms can be used in combination with gaussian elimination to solve systems of equations or to find the inverse of a matrix. I previously covered gaussian elimination. Continuing on we can now solve the systems of equations using back substitution. The matrix we had to solve was:. 1 2 1 4 13 0 -4 2 -5 2 0 0 -5 -7.5 -35 0 0 0 -9 -18. Pivot through al...

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1

Adrian Boeing: Blog: Kalman filters - Part 2

http://www.adrianboeing.blogspot.com/2010/08/kalman-filters-part-2.html

Also check out Adrian Boeing's webpage. Wednesday, August 25, 2010. Kalman filters - Part 2. In a previous post I described kalman filters. And gave a very simple example of a 1D filter implemented in C. In the real world, having a filter with three or more inputs is common. A standard 3rd order example would be a filter that considers the position, velocity and acceleration of a system. You can either solve this using the standard kalman matrix maths, but you will find that an SVD approach. K PVA = 7.

2

Adrian Boeing: Blog: Game Developers Conference 2012 - Technical summary

http://www.adrianboeing.blogspot.com/2012/04/game-developers-conference-2012.html

Also check out Adrian Boeing's webpage. Saturday, April 07, 2012. Game Developers Conference 2012 - Technical summary. GDC2012 is over, and this year there are a huge number of available presentations. You can download the Game Developer Conference 2012 presentations from the GDC vault. Jare / Iguana has also kept a link collection from GDC 2012. I'll start with graphics. Eban Cook / Naughty Dog presented "Creating Flood Effects in Uncharted 3", a technical artist look at water effects. Unfortunately...

3

Adrian Boeing: Blog: Mid year point

http://www.adrianboeing.blogspot.com/2012/07/mid-year-point.html

Also check out Adrian Boeing's webpage. Tuesday, July 31, 2012. Well, its a bit over the mid year point, and the blog posts have been lower than usual. There are a number of things that I will do longer posts on, which have happened in the last six months:. The WAMbot Journal of Field Robotics article. Was accepted and published, which has been the subject of a number of previous posts on MAGIC2010. I've put together a few posts on the navigation system (A*, Elastic bands. Hopefully more from me soon.

4

Adrian Boeing: Blog: Elastic Band - Realtime pathfinding deformation

http://www.adrianboeing.blogspot.com/2012/03/elastic-band-realtime-pathfinding.html

Also check out Adrian Boeing's webpage. Thursday, March 29, 2012. Elastic Band - Realtime pathfinding deformation. I've covered global path planners before including A* path planning. These path planners will give you a result, but if something alters the desired path (such as an object crosses the path, which you need to avoid) you need to recompute the whole path again. Algorithms such as D* lite. Elastic band - Global path in blue, bubbles as colored circles,. The 'elastic band' is a created from a se...

5

Adrian Boeing: Blog: Graphics links post

http://www.adrianboeing.blogspot.com/2012/05/graphics-links-post.html

Also check out Adrian Boeing's webpage. Wednesday, May 09, 2012. Its been a while since I've done a link post, (almost five months) so time to catch up! From the demoscene and WebGL world we have:. Google released WebGL 3d graphs. Moleman 2 demoscene documentary trailer. And the documentaries themselves. Jochen Wilhelmy (Digi/Alcatraz) gave a talk at Revision on Exporting 3D scenes from Maya to WebGL using clang and llvm. The Plasticator open source 64k demo tool. With a number of interpolation modes.

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Programming « Irrelevant Conclusion

http://www.irrelevantconclusion.com/category/programming

Archive For The “Programming” Category. July 12, 2013. At this point it’s pretty common knowledge that when you refer to a runtime resource in your game, you don’t do it by string. At least not directly. The string gets transformed into a hash key using some fancy hashing function that the systems guy read about on the internet, and the key is used […]. Read more ». July 9, 2013. Read more ». July 10, 2012. Read more ». June 15, 2012. So it’s been a long time since I posted anything, relevant or ot...

expedition107.blogspot.com expedition107.blogspot.com

Android, Gamedev, AndEngine: мая 2013

http://expedition107.blogspot.com/2013_05_01_archive.html

Android, Gamedev, AndEngine. Разработка игр под Android с использованием движка Andengine, а так же кое-что из личного опыта. Понедельник, 6 мая 2013 г. Немного о Render-to-Texture ThermalVision Effect. Если по простому, то Render-to-texture это технология OpenGL позволяющая рендерить содержимое экрана в специальную текстуру (не на экран) а уже потом на экран. Возможно кто-то со мной не согласится, но выглядит это именно так. Что же это нам дает? Как и с обычной текстурой нам надо ее сначала создать, а п...

expedition107.blogspot.com expedition107.blogspot.com

Android, Gamedev, AndEngine: июля 2012

http://expedition107.blogspot.com/2012_07_01_archive.html

Android, Gamedev, AndEngine. Разработка игр под Android с использованием движка Andengine, а так же кое-что из личного опыта. Понедельник, 30 июля 2012 г. Пример шейдера на Android. Metablob. Здесь я выложу код модифицированного шейдера под названием Metablob (автор Adrian Boeing). Исходник взят от сюда Shader Toy. Как, что и почему я тут расписывать не буду. Более детальное прикручивание шейдера к Android можно посмотреть в моем сообщении "Пример шейдера на Android. Ripple Effect.". А вот и код активити:.

expedition107.blogspot.com expedition107.blogspot.com

Android, Gamedev, AndEngine: AndEngine. Frosted Glass шейдер (2-е текстуры).

http://expedition107.blogspot.com/2013/03/andengine-frosted-glass-2.html

Android, Gamedev, AndEngine. Разработка игр под Android с использованием движка Andengine, а так же кое-что из личного опыта. Понедельник, 18 марта 2013 г. AndEngine. Frosted Glass шейдер (2-е текстуры). Я перешел на Anchor Center и уходить не собираюсь ;) Но вы не переживайте, этот код подойдет и для старой версии GLES2, только координаты спрайтов поменяйте. Наконец-то мне удалось найти отправную точку для создания шейдера использующего 2-е (! PGLState, pCamera ). Когда происходит preDraw(.)! На onDraw(...

expedition107.blogspot.com expedition107.blogspot.com

Android, Gamedev, AndEngine: Немного о Render-to-Texture + ThermalVision Effect

http://expedition107.blogspot.com/2013/05/render-to-texture-thermalvision-effect.html

Android, Gamedev, AndEngine. Разработка игр под Android с использованием движка Andengine, а так же кое-что из личного опыта. Понедельник, 6 мая 2013 г. Немного о Render-to-Texture ThermalVision Effect. Если по простому, то Render-to-texture это технология OpenGL позволяющая рендерить содержимое экрана в специальную текстуру (не на экран) а уже потом на экран. Возможно кто-то со мной не согласится, но выглядит это именно так. Что же это нам дает? Как и с обычной текстурой нам надо ее сначала создать, а п...

irrelevantconclusion.com irrelevantconclusion.com

Endian Swapping « Irrelevant Conclusion

http://www.irrelevantconclusion.com/2013/07/endian-swapping

July 9, 2013. Wow, so it’s been almost a year since I posted anything. I better remember how to use this blog thing. So for a simple ease-back-in sort of post, I want to talk about endian swapping. Rather than going into detail on this, I’ll just link you to my favorite place on the internet; wikipedia. Often there are many functions, like so:. Generally, you’ll have a function for each sized type that you can swap. Maybe you stick these in some sort of ByteSwapper class so that you can check t...But the...

irrelevantconclusion.com irrelevantconclusion.com

About « Irrelevant Conclusion

http://www.irrelevantconclusion.com/about

You have reached the personal web site of Graeme Murray. This is where I write stuff about game programming. Sometimes I might write other stuff too. If you wonder if I’m at all qualified to write stuff about game programming, see below and make your own judgement call. If you wish to contact me feel free to use the usual channels, guess my blog email (hint, it isn’t hard), or use the form below. Send a copy of this email to yourself. On Best Fit, Worst Fit. On STL Allocators Explained.

irrelevantconclusion.com irrelevantconclusion.com

Irrelevant Conclusion

http://www.irrelevantconclusion.com/page/2

June 15, 2012. So it’s been a long time since I posted anything, relevant or otherwise. For various reasons, I’m still sans-computer… sorta. While it’s true that I’m still writing this on an iPad with a fantastic 3G internet connection, I actually have access to a crappy old MacBook with horrible, horrible Xcode on it. And no internet. If you were implementing an allocator to be used with STL containers, it would start out something like this:. What’s so interesting, you ask? Template typename Type t, ty...

irrelevantconclusion.com irrelevantconclusion.com

Weighing in on Ouya « Irrelevant Conclusion

http://www.irrelevantconclusion.com/2012/08/weighing-in-on-ouya

Weighing in on Ouya. August 28, 2012. There’s been obviously a lot of opinions flying around the Internet regarding the latest home-game-console-to-be, the Ouya. Everyone from Penny Arcade. Have taken notice of this little Kickstarter darling and attempted to point out why it will be the new Nintendo or end up the next Phantom. I want to start by saying that if you are a console developer, or want to be, you. But you get it forever. I think this argument is the result of uninformed paranoia. Really, ...

irrelevantconclusion.com irrelevantconclusion.com

STL Allocators Explained « Irrelevant Conclusion

http://www.irrelevantconclusion.com/2012/06/stl-allocators-explained

June 15, 2012. So it’s been a long time since I posted anything, relevant or otherwise. For various reasons, I’m still sans-computer… sorta. While it’s true that I’m still writing this on an iPad with a fantastic 3G internet connection, I actually have access to a crappy old MacBook with horrible, horrible Xcode on it. And no internet. If you were implementing an allocator to be used with STL containers, it would start out something like this:. What’s so interesting, you ask? Template typename Type t, ty...

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Adrian Boeing: Blog

Also check out Adrian Boeing's webpage. Sunday, November 04, 2012. Back-substitution and inverting matricies. Matrix triangulation and back-substitution algorithms can be used in combination with gaussian elimination to solve systems of equations or to find the inverse of a matrix. I previously covered gaussian elimination. Continuing on we can now solve the systems of equations using back substitution. The matrix we had to solve was:. 1 2 1 4 13 0 -4 2 -5 2 0 0 -5 -7.5 -35 0 0 0 -9 -18. Pivot through al...

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