vec1.up = 1, purely on vibes because when graphing a function higher values are upwards.
Personally, I'd undefine vec1.up since it doesn't simplify or clarify the code at all. But I'm very much in the pragmatist and minimalist camp of code, so mileage may vary.
20.01.2026 16:59 β
π 4
π 0
π¬ 0
π 0
Finally building my own UI system for my engine. I really should have done this earlier X3.
Having a viewer for all loaded textures is awesome btw. No secrets, I see all O_O
13.01.2026 23:59 β
π 2
π 1
π¬ 0
π 0
My father died about 5 years ago. We had a distant relationship, but I still wish I could have shown him some of my work.
Feels like missing a step. A habit made for a reality that no longer exists. =<
05.11.2025 09:15 β
π 1
π 0
π¬ 0
π 0
I second this, itβs the worst X<
23.10.2025 11:20 β
π 0
π 0
π¬ 0
π 0
Honestly, stylized proportions are hard to do in 3d, youβre doing great so far!
23.10.2025 11:12 β
π 0
π 0
π¬ 0
π 0
Yep, thatβs an Anton design alright. X3
11.08.2025 04:46 β
π 1
π 0
π¬ 1
π 0
My favorite cursed fact is that unity originally imported HDR images as SRGB, and didn't fix it for so long that they decided not to fix it at all. Claiming it would break too many existing projects.
24.06.2025 01:26 β
π 4
π 0
π¬ 0
π 0
Huh, fascinating! Can i ask how the material properties are handled for these voxels, how do you convert from a 4x4x4 bit brick to an index for the voxel?
07.06.2025 21:53 β
π 0
π 0
π¬ 0
π 0
I'd say fight me, but my sword is too large and I'll be too slow to fight back
01.05.2025 06:05 β
π 1
π 0
π¬ 0
π 0
We're so cooked
26.04.2025 20:52 β
π 7
π 0
π¬ 0
π 0
This is hiding some tiny little pinhole artifacts they couldn't figure out how to fix.
26.02.2025 02:28 β
π 1
π 0
π¬ 0
π 0
I need to remember to practice animation more, it's fun =3
25.02.2025 22:30 β
π 4
π 1
π¬ 0
π 0
manually modifying an obj file is a true right of passage for any artist X3
24.02.2025 22:41 β
π 3
π 0
π¬ 0
π 0
Speaking from the highpoly side, it's not great for that either. Skinning is just a bad technique honestly.
I 100% understand how the flow went originally. "Hey, we use matrices for objects, lets allow vertices to be parented to multiple objects!"
But in practice, the quality and workflow suck.
24.02.2025 22:35 β
π 1
π 0
π¬ 1
π 0
This sounds like a really rad game concept honestly, there's a lot of room for cool aesthetics and neat game design cause and effect in this.
I've had a similar vampire concept in my back pocket about seeing the long term consequences of actions over decades.
Long time periods are under-explored.
23.02.2025 14:35 β
π 3
π 0
π¬ 0
π 0
What your describing there is already how input prediction works. It works well, but at 60fps, small errors accumulate very fast.
It's usually a combination of game state and controller based prediction, since that works extremely well.
07.02.2025 08:56 β
π 1
π 0
π¬ 0
π 0
Also the DNN itself adds latency.
You have the normal input->gameframe->renderframe->gpu->present delay, then on top of that add a whole extra frame and readback before that input can even hit the cpu to be used. so your having to predict quite far ahead.
07.02.2025 00:05 β
π 1
π 0
π¬ 0
π 0
Yes, this actually works ok in the tests i've seen, but evaluating a neural network is sadly extremely gpu memory bandwidth intensive, especially if you're processing images as input.
And if your having to render an camera for every single player you run into cpu draw call overhead. =/
07.02.2025 00:02 β
π 3
π 0
π¬ 2
π 0
Yooo this is such a good idea
03.02.2025 11:11 β
π 1
π 0
π¬ 0
π 0
I've had this decision before(though on a smaller scale) and it sucks. I feel for ya.
A pile of lessons learned, even if it's a bunch of broken pieces.
24.01.2025 22:39 β
π 0
π 0
π¬ 0
π 0
I do this by dumping screenshots into my work WIPs folder so I run into them while working. A+ highly recommended
02.01.2025 10:46 β
π 2
π 0
π¬ 0
π 0
this is so fuckin pretty i love it
01.01.2025 08:08 β
π 3
π 0
π¬ 0
π 0
oooooh, I love this!
29.12.2024 00:24 β
π 1
π 0
π¬ 0
π 0
Oooh i love the chunky pixel art dithering, that's clever!
21.12.2024 07:28 β
π 1
π 0
π¬ 1
π 0
These are all insanely creative and i love them
17.12.2024 21:11 β
π 1
π 0
π¬ 0
π 0
Shocked! Shocked I say!
24.11.2024 06:32 β
π 2
π 0
π¬ 0
π 0
I was sick, so I decided to make myself ramen. But I kept smelling soap while eating it, turns out I didn't rinse the pan enough, so I had made soap ramen.
It did not make me feel better.
19.11.2024 23:20 β
π 1
π 0
π¬ 1
π 0
oooh I love the runescape vibes of this, that's gorgeous
09.11.2024 22:10 β
π 1
π 0
π¬ 0
π 0
Yep, also frankly the instruction sets are usually proprietary not publicly documented so you couldn't generate them even if you wanted to.
We could theoretically move to public instruction sets like CPU's have, but that would take lot of political will to get stuff standardized.
01.11.2024 23:25 β
π 3
π 0
π¬ 0
π 0
Drivers could simply convert from bytecode to machine code, but then if the bytecode was unoptimized, they would look worse in benchmarks than a driver that does optimization passes.
So drivers do incredibly heavy optimization passes when a shader gets compiled... like running LLVM... big spikes.
01.11.2024 21:17 β
π 3
π 0
π¬ 1
π 0