If you need a fast and reliable (read very good to avoid collisions) hashing algorithm (not cryptographic), look no further, Murmur 3 is here to the rescue. Take it from here, it’s compatible with Unity3D. Directly translated from the c++ version. More info on Wikipedia and on this definitive answer on stack overflow
The latest versions of perforce finally support the annoyingly for too long underestimated and useful option P4 clean. Using this command is possible to delete all the local files that are not present in the depot and sync all the files that have been modified locally, or to be more precise: Files present in the […]
knowing how short my memory is, I saved all my professional life memories in a folder on my HD. Some of those memories are meaningful only to me, but why not sharing my first, completed game (yeahh it was 1997…I think) ? The version I am linking is actually the second version of the really […]
Some time ago I collected some notes about Perlin Noise all over the web (sorry I don’t remember the original articles). These notes were finalized to implement a GPU coherent noise based smoke effect. I reckon these notes could be useful for somebody else as well.
This short, not mathematical, introduction written in 2005, explains why I worked on a Global Illumination System and what it is. This article is not part of the objectives of this blog, but I anyway liked the idea to add it.