Top all-time · #5741
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.
Game Programmer at Naughty Dog. I write technical posts about game development, including math, physics, procedural animation, etc.
Most-linked posts?
- A Brain Dump of What I Worked on for Uncharted 44 people · 4 mentions · first linked 2016-05-11
What Hacker News says?
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”Submitted A Brain Dump of What I Worked on for Uncharted 4 as a story · 304 points
HN discussionCompletely 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”Submitted Gamedev Tutorial: Trigonometry Basics – Sine and Cosine as a story · 287 points
HN discussionActual 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”Submitted Gamedev Tutorial: Dot Product, Rulers, and Bouncing Balls as a story · 213 points
HN discussionThere 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”Submitted Game math: precise control over numeric springing as a story · 13 points
HN discussionI 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”Submitted Game Programming: Optimization Technique – Delayed Result Gathering as a story · 12 points
HN discussionSubmitted Gamedev Tutorial: Inverse Trigonometric Functions, Slope Angles, Facing Objects as a story · 3 points
HN discussionSubmitted A Brain Dump of What I Worked on for Uncharted 4 as a story · 3 points
HN discussionSubmitted A Brain Dump of What I Worked on for Uncharted 4 (2016) as a story · 1 points
HN discussionSubmitted Game Programming: Optimization Technique Slicing as a story · 1 points
HN discussionSubmitted Joining Naughty Dog's Kennel as a story · 1 points
HN discussionSubmitted Bending Solid Geometry in Planetary Annihilation as a story · 1 points
HN discussion