thegoldenmule

Book Review: Effective C#

It’s a fact that there are just too many crappy technical resources out there. It’s also a fact that there are probably too many good ones to read in any one lifetime (I’ve still only made it through book one of Euclid’s Elements— and, embarrassingly, I’ve never even started my copy of Principia Mathematica). Anyway, I […]

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Geosphere: Revisited

Update: At long last, the SO answer has been found! Added a link. Lately I’ve been shrinking my goals so that I can actually reach them. I mean, I’d rather have fifty small projects that have all been completed than ten large ones that haven’t (you wouldn’t believe how many things I have 90% completed […]

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Procedural Texture Fun

I’ve been having a ball going through the book Texturing and Modeling: A Procedural Approach. I’ve hardly cracked the book, really–but so far it’s been a lot of fun. One of the first procedural textures it studies is a brick texture. The book assumes you’re using RenderMan, but Unity’s surface shaders are actually very similar […]

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Why quaternions?

We can represent 3D rotations in a variety of ways, arguably the most useful of which is the matrix. In three dimensional space, a 4×4 matrix usually defines the world transform of an object, because it can contain lots of information: translations, rotations, scale, and lots more. But when we’re talking simply about rotations, there’s […]

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Small Static Factory Methods

You know how Cocoa classes generally have static methods that serve as factories? return [NSArray arrayWithObjects:obj1, obj2, nil]; That’s a dumb example, especially now that you can do @[obj1, obj2], but why not do the same in AS3? For instance: return TransactionResponse.FailedResponse(); This would replace something like: var response:TransactionResponse = new TransactionResponse(); response.success = true; […]

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