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Ming-Lun Allen Chou

Personal blog · allenchou.netgamesprogrammingmath

Ming-Lun Allen Chou writes Ming-Lun "Allen" Chou, a personal blog at allenchou.net about games, programming and math. Since 2013, 13 different Hacker News readers have linked it 16 times, most often “A Brain Dump of What I Worked on for Uncharted 4”. The last post was in 2021, but the archive is still widely read.

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16mentions?
13HN people?
2013–2026first – last linked?
Links on Hacker News per year · peak 4 in 2016

Game Programmer at Naughty Dog. I write technical posts about game development, including math, physics, procedural animation, etc.

Most-linked posts?

  1. A Brain Dump of What I Worked on for Uncharted 4
    4 people · 4 mentions · first linked 2016-05-11

What Hacker News says?

  1. http://allenchou.net/2016/05/a-brain-dump-of-what-i-worked-o... Related article I've read from a naughtydog AI developer on uncharted 4

    Comment linking /2016/05/a-brain-dump-of-what-i-worked-on-for-uncharted-4/

    on “The Total Beginner's Guide to Game AI”
  2. Submitted A Brain Dump of What I Worked on for Uncharted 4 as a story · 304 points

    HN discussion
  3. Completely disagree - convex collision detection is a neatly solved problem. SAT [0] is implementable in a couple of hours, and GJK [1] is a really neat algorithm that takes a ltitle more than SAT to implement. For optimising collision detection there's some spatial partitioning [2] algorithms that work really well. The gnarly stuff comes in when you're trying to figure out contact points and impulse responses and a…

    Comment linking /2013/12/game-physics-broadphase/

    on “2D Rigid Body Collision Resolution”
  4. Submitted Gamedev Tutorial: Trigonometry Basics – Sine and Cosine as a story · 287 points

    HN discussion
  5. Actual article : http://allenchou.net/2016/05/a-brain-dump-of-what-i-worked-o... Interesting comment : "Yes. We don’t have specific titles and do whatever is needed."

    Comment linking /2016/05/a-brain-dump-of-what-i-worked-on-for-uncharted-4/

    on “A Brain Dump of What I Worked on for Uncharted 4”
  6. Submitted Gamedev Tutorial: Dot Product, Rulers, and Bouncing Balls as a story · 213 points

    HN discussion
  7. There is another interesting application for dithering that I've read about in the recent Uncharted 4 Brain Dump (Ctrl-F for "Dithering") here https://redd.it/4itbxq : Use dithering instead of alpha blending to fade out close objects. Alpha blending can be quite expensive while dithering just omits pixels. The result looks like this: http://allenchou.net/wp-content/uploads/2016/05/dithering-1-... (best visible at th…

    Comment linking /wp-content/uploads/2016/05/dithering-1-1024x576.png

    on “Image Dithering: Eleven Algorithms and Source Code”
  8. Submitted Game math: precise control over numeric springing as a story · 13 points

    HN discussion
  9. I had to figure this out recently, a couple things that really helped me are Erin Catto's GDC lectures (particularly [1]) and Allen Chou's game physics articles [2]. I think of a Jacobian as a way to transform the velocities from however they're stored for the interacting objects into linear world-space velocities. For example, in 2D rigid body physics, rotational velocity is usually just a single number representin…

    Comment linking /2013/12/game-physics-constraints-sequential-impulse/

    on “Designing a Physics Engine”
  10. Submitted Game Programming: Optimization Technique – Delayed Result Gathering as a story · 12 points

    HN discussion
  11. Submitted Gamedev Tutorial: Inverse Trigonometric Functions, Slope Angles, Facing Objects as a story · 3 points

    HN discussion
  12. Submitted A Brain Dump of What I Worked on for Uncharted 4 as a story · 3 points

    HN discussion
  13. Submitted A Brain Dump of What I Worked on for Uncharted 4 (2016) as a story · 1 points

    HN discussion
  14. Submitted Game Programming: Optimization Technique Slicing as a story · 1 points

    HN discussion
  15. Submitted Joining Naughty Dog's Kennel as a story · 1 points

    HN discussion
  16. Submitted Bending Solid Geometry in Planetary Annihilation as a story · 1 points

    HN discussion

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