[QUOTE=Sam Za Nemesis;49911761]I'm so sorry for your upcoming ban[/QUOTE]
Why's that so?
[QUOTE=tisseman890;49911764]Why's that so?[/QUOTE]
It's the facepunch app curse.
[vid]https://files.facepunch.com/ziks/2016/March/11/2016-03-11-1321-39.mp4[/vid]
This is what the level editor was for, almost at the end of experiment week!
[QUOTE=Jvs;49911781]It's the facepunch app curse.[/QUOTE]
Lets see how it goes. :v:
The worst that could happen is that they deny it.
And if so, I'm going to do the releases/updates here.
[QUOTE=BackwardSpy;49911073]I recently moved all my Bitbucket and GitHub projects over to GitLab.com, after using a privately hosted GitLab instance at work. It's nice! I especially like the built-in CI stuff.[/QUOTE]
It's really annoying Hg isn't as well-supported online, considering it's the more solid option and has the better client of the two :frown:
[QUOTE=jangalomph;49910220][video=youtube;VhmwBCZTHsE]http://www.youtube.com/watch?v=VhmwBCZTHsE[/video]
Got a new shader working in this shizzle. About to recreate this all in VULKAN and go from there and expand it into an actual toolset for artists. Will be back in 5 years. :)[/QUOTE]
Oh wow, this is genius for VFX work.
[QUOTE=Darwin226;49911755]Anyone got a reference to the relative costs of various OpenGL calls? For example, should you group objects that share textures or should you prioritize objects that share vertex buffers? Which bind calls take the most time?
[B]Are they all the same and you should just minimize the total number of calls you make?[/B][/QUOTE]
This is a good start. I am currently planning to do some more extensive measurements on the impacts of GL state switches in my renderer. My objects are grouped in the order of Camera > Translucency Type > Material ID
[QUOTE=Asgard;49911977]This is a good start. I am currently planning to do some more extensive measurements on the impacts of GL state switches in my renderer. My objects are grouped in the order of Camera > Translucency Type > Material ID[/QUOTE]
I'd love to hear the results. Also, where do you think objects sharing meshes fit in? Things like instanced renders where you only swap out uniforms between render calls but still have a separate draw call for each object.
[QUOTE=Trebgarta;49911837]Can you give a more through description of why Hg is better?
I uaed both Hg and Git before buut what I do didnt push anything to limits, I did the same thing with both and was content with both.
I know only Hg client being better, thats cool but I believe I havent got to the point where Got bash has become an annoyance, I am simply content.[/QUOTE]
It's a bit subjective, to be honest: I have this tendency to run into weird edge cases of just about everything I touch, so if something has a failure state chances are I'm going to run into it pretty quickly.
Essentially, there are quite a few cases where if you enter the same command into Hg and Git, Git will land in a failure state while Hg will keep operating normally.
The most prominent example is probably that in all situations where you'd end up with a detached whatever in Git, Hg is within normal operation so you don't have to do anything special and everything will show up as normal. (It's still going to warn you if you try to push new heads onto a remote repository.)
Another example is branch management: Unlike Git, Hg labels every single revision with a branch and keeps those labels. This means if I create a feature branch called e.g. [I]Tamschi/ArcaneRituals[/I] and merge that later, that just cleanly "closes" the branch but I'll instantly know this was on a feature branch when I look at the revision log. (You can also close branches directly without merging if you want to tidy them up.) As branches are revision->branch labels (inverse from Git), they can also exist in multiple places, so you can easily reuse names if that's convenient as descriptor of what you're doing. (If you need Git-style labels to find certain revisions, you can bookmark them. Normally people do that for public releases with unique version numbers.)
Another nice thing about Hg is that it now ships with the [I]evolve[/I] extension (which is still considered experimental and as such off by default, but in my experience is very stable). This causes all history editing to be non-destructive, just hiding the changesets in question instead (which can optionally be shown again). If changesets depending on deprecated ones are found, they can be automatically transferred to the updated branch (though that's the not entirely complete part). Personally I use the extension to safely edit history if there are subrepos involved, since doing that in the wrong order without it is the only ugly failure state I've run into so far (causing the main repository to be unable to update to and as such edit dependent revisions).
Hg's revision log is mostly append-only (i.e. for all core operations), so if you have a power failure or a system crash during an operation you won't lose anything. Last time I heard, Git didn't have that guarantee.
(Hg also runs a ton faster for me on Windows since it uses a monolithic process and Python scripts instead of Git's 100+ distinct native executables (linked via the command line?), but both are fast enough so that's a really minor point.)
[QUOTE=Ott;49911967]Oh wow, this is genius for VFX work.[/QUOTE]
MY entire goal is to stomp FumeFX/Turbulence FD into the ground with realtime rendering and better exportation tools for vfx artists (as i am a VFX artist). :v:
Hello everybody :cat:
If anybody remembered that 'file city' game that I'm working on, I just added a basic menu that will pop up after your character finished 'accessing' the file.
Trying to keep it as simple-looking as possible. It's easy to make things unnecessarily more complicated.
Also added particles effect, with 7 rainbow colours in all its glory :v: . At least now we know which file is being accessed just by looking from afar.
I planned to have 2 tools at our disposal: 'read only' tool and a 'write' tool.
'Write' tool will be allow more manipulation to the files, but a bit tedious with the menus and all.
But when you just wanted to walk around, relax, previewing files and playing musics, we can use 'read-only' tool, which will automatically play/preview accessed files. But no further file manipulation with read-only tool.
[video=youtube_share;87gaJp_lxOI]http://youtu.be/87gaJp_lxOI[/video]
[QUOTE=Darwin226;49911755]Anyone got a reference to the relative costs of various OpenGL calls? For example, should you group objects that share textures or should you prioritize objects that share vertex buffers? Which bind calls take the most time?
Are they all the same and you should just minimize the total number of calls you make?[/QUOTE]
In my experience with smaller embedded platforms, I've had gains by using dumb sorting algorithms to sort out same-texture objects and rendering them all in a single call each group.
Even more absurd gains were by drawing the whole map rather than selecting and drawing visible tiles, which clearly shows how much overhead there was.
But still- don't assume, measure. Otherwise you're wrong even if it works.
[editline]11th March 2016[/editline]
[QUOTE=jangalomph;49910220]Got a new shader working in this shizzle. About to recreate this all in VULKAN and go from there and expand it into an actual toolset for artists. Will be back in 5 years. :)[/QUOTE]
Holy shit this is amazing. Kudos!
snip
[QUOTE=JohnnyOnFlame;49912371]In my experience with smaller embedded platforms, I've had gains by using dumb sorting algorithms to sort out same-texture objects and rendering them all in a single call each group.
Even more absurd gains were by drawing the whole map rather than selecting and drawing visible tiles, which clearly shows how much overhead there was.
But still- don't assume, measure. Otherwise you're wrong even if it works.
[/QUOTE]
People always say you should measure and see for yourself like it's a matter of swapping two lines of code.
[QUOTE=Ziks;49911783][vid]https://files.facepunch.com/ziks/2016/March/11/2016-03-11-1321-39.mp4[/vid]
This is what the level editor was for, almost at the end of experiment week![/QUOTE]
Shiiiit, imagine a game like Zombie Master with the same thing, a guy in VR with an overview of the map, spawning zombies or stuff like that.
[QUOTE=tisseman890;49911788]Lets see how it goes. :v:
The worst that could happen is that they deny it.
And if so, I'm going to do the releases/updates here.[/QUOTE]
Why are you submitting to Amazon instead of the Google Play store?
Got a proper stand for my 2 monitors to stop me from slouching, and as a side effect, I can do do this (which I seen lots of people doing in WAYWO a while ago):
[img]http://i.imgur.com/i5FBG9w.jpg[/img]
:P
[editline]11th March 2016[/editline]
And in normal orientation:
[img]http://i.imgur.com/3v2CrG8.jpg[/img]
snip
[QUOTE=tisseman890;49911788]Lets see how it goes. :v:
The worst that could happen is that they deny it.
And if so, I'm going to do the releases/updates here.[/QUOTE]
There's also [URL="https://f-droid.org/"]F-Droid[/URL], if your license is compatible.
[editline]12th March 2016[/editline]
[QUOTE=mojangsta;49914084][img]http://i.imgur.com/cwGjfdL.png[/img]
Man, implementing Terraria-like lighting is fun and all, but it's getting insanely CPU-intensive in 3D like this. I wonder if it's possible to use dummy shaders offscreen for the lighting calculations, to force the framework to utilise the GPU.[/QUOTE]
Assuming it's a bit like Minecraft just shade each voxel with [I]maximum(surrounding 3³ cube, centre optional) minus a falloff[/I]. You can delinearise that like MC does to get a more realistic falloff.
If you always base it on the previous frame and set torches after the light-propagation pass it should work fairly cheaply (though there will be a slight delay in propagation).
Success!
[IMG]http://i.imgur.com/iFiIDip.png[/IMG]
[URL="http://www.amazon.com/Anker-Apps-Facepunch-Droid/dp/B01CU30GAI/"]Link[/URL]
[QUOTE=Tamschi;49914337]There's also [URL="https://f-droid.org/"]F-Droid[/URL], if your license is compatible.[/QUOTE]
Oh yeah, good suggestion! Haven't really thought about license.
[QUOTE=tisseman890;49914404]Success!
[IMG]http://i.imgur.com/iFiIDip.png[/IMG]
[URL="http://www.amazon.com/Anker-Apps-Facepunch-Droid/dp/B01CU30GAI/"]Link[/URL][/QUOTE]
Will this be on Google Play eventually? I really want to try this, but I don't want to install a second app manager.
[QUOTE=Berkin;49914551]Will this be on Google Play eventually? I really want to try this, but I don't want to install a second app manager.[/QUOTE]
It absolutely will, problem I don't have the money at the moment, as I'm really short on money for a while.
Give me 2 seconds, then I will post a apk.
Edit: [URL="https://www.dropbox.com/s/bt93xkc1iuel8g6/FPDroid.apk?dl=0"]Here you go[/URL]
[QUOTE=tisseman890;49914580]It absolutely will, problem I don't have the money at the moment, as I'm really short on money for a while.
Give me 2 seconds, then I will post a apk.
Edit: [URL="https://www.dropbox.com/s/bt93xkc1iuel8g6/FPDroid.apk?dl=0"]Here you go[/URL][/QUOTE]
"There is a problem parsing the package." is what I am getting when I try to install. Note 4 running 4.4.4 if its relevant.
[QUOTE=Socram;49914624]"There is a problem parsing the package." is what I am getting when I try to install. Note 4 running 4.4.4 if its relevant.[/QUOTE]
If I remember correctly the app currently only runs on Android 5+ currently working on making it run on Kitkat.
Hey, my post never posted, better late than never:
[URL="https://www.kitguru.net/gaming/development/jon-martindale/garrys-mod-developer-has-built-a-vr-level-editor/"]Ziks, you made the news.[/URL]
Does anyone have experience with POS software? Specifically payment processing?
[editline]11th March 2016[/editline]
Also tisseman, the app is awesome, but would there be some way to hide the thread while it "reformats" the page to the mobile view?
[editline]11th March 2016[/editline]
In portrait mode, the avatar sidebar things takes up half the screen too, reaalllly eats up space.
[QUOTE=tisseman890;49914404]Success!
[IMG]http://i.imgur.com/iFiIDip.png[/IMG]
[URL="http://www.amazon.com/Anker-Apps-Facepunch-Droid/dp/B01CU30GAI/"]Link[/URL]
Oh yeah, good suggestion! Haven't really thought about license.[/QUOTE]
Installing it now, nice work.
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