[QUOTE=phygon;52247810]I rewrote a large part of my portal asset and it now runs ~even faster~ so that's cool. Particularly with physics, which have been totally rewritten. I also had to do a bunch of dirty shit with reflection to get unity to be a good boy which was a pain for auto-setup for users.
I do have an issue that I can't seem to solve, primarily because I cannot reproduce it on my machine.
This strange issue is happening where realtime lighting is really fucked up on some people's machines. I'm rendering utilizing camera.rect, which effectively makes the camera render to only part of its render destination (this is used primarily for minimaps and the like). Does anybody know what could cause this? It happens with both forward and deferred rendering.
[IMG]http://i.imgur.com/n9Z2mUN.png[/IMG][/QUOTE]
That's definitely either a Unity, Nvidia or Mac bug. If you can't figure out who's at fault, I'd just file it with Unity.
The best you can do is likely to try to detect it and activate a workaround that extends the rectangle to (0, 0), but it's possible there's a better solution.
[QUOTE=Tamschi;52248055]That's definitely either a Unity, Nvidia or Mac bug. If you can't figure out who's at fault, I'd just file it with Unity.
The best you can do is likely to try to detect it and activate a workaround that extends the rectangle to (0, 0), but it's possible there's a better solution.[/QUOTE]
I would do that but the people suffering from this bug are those with really shit computers, and they are the ones that need the optimization the absolute most.
[QUOTE=phygon;52248076]I would do that but the people suffering from this bug are those with really shit computers, and they are the ones that need the optimization the absolute most.[/QUOTE]
Thinking about it, maybe it's a buffer that's not cleared properly.
A fix that should work for sure is translating the scene in screenspace and then moving it back while blitting it, but I don't know how well that meshes with the single render target you use. You'd probably have to copy to the back buffer multiple times since the portals would overlap.
[QUOTE=Tamschi;52248097]Thinking about it, maybe it's a buffer that's not cleared properly.
A fix that should work for sure is [B]translating the scene in screenspace and then moving it back while blitting it[/B], but I don't know how well that meshes with the single render target you use. You'd probably have to copy to the back buffer multiple times since the portals would overlap.[/QUOTE]
I don't really know what you mean by this.
Initially I was rendering the cameras to an appropriately-sized rendertexture and then blitting that to the screenspace one, but that required a ton of really disgusting switches for different platforms so I found a workaround that made using camera.rect and rendering straight to the rendertexure work. The buffer is being properly cleared before each render.
Can I use a student Github account for commercial software? Say I was to give the rights of the software to a company afterwards, could they then use it without any issues?
[QUOTE=reevezy67;52248771]Can I use a student Github account for commercial software? Say I was to give the rights of the software to a company afterwards, could they then use it without any issues?[/QUOTE]
I don't think github retain any (real) rights to the software you host on their services. Wouldn't make sense for them to do that.
[url]https://help.github.com/articles/github-terms-of-service/#d-user-generated-content[/url]
Ah ok good. Unrelated app I started two days ago.
[t]http://i.imgur.com/Kri7hCd.png[/t]
[editline]19th May 2017[/editline]
It's a bit bare at the moment, still kind of brainstorming as I go.
[t]https://s30.postimg.org/s1h0wc7tt/Screenshot_20170519-081739.png[/t]
I wrote my first app in a week and it's a terible user experience
[QUOTE=phygon;52248118]I don't really know what you mean by this.
[B]Initially I was rendering the cameras to an appropriately-sized rendertexture and then blitting that to the screenspace one[/B], but that required a ton of really disgusting switches for different platforms so I found a workaround that made using camera.rect and rendering straight to the rendertexure work. The buffer is being properly cleared before each render.[/QUOTE][emphasis mine]
Exactly that. I didn't expect it to be that ugly.
[I]In theory[/I] you can configure the camera to render what you have now but in the corner of the screen/texture (where the lighting works), but I have no idea if Unity actually exposes that API.
This is really just a hunch but: Does the lit area size lag a frame behind?
Since it's just the lighting that turns off, I'd expect there to be some bug with clearing a shadow test buffer. Maybe it will work if you explicitly turn off the Rect before doing that, though that's not an ideal solution.
(I really don't do practical graphics programming though, so take everything I write here with a salt rock.)
[QUOTE=Darwin226;52245562]Ray tracing is much better suited for GPUs since it's extremely parallelizable.[/QUOTE]
path tracing is divergent though.
ray 1 hits sphere
ray 2 hits triangle
ray 3 hits a bounding volume and has to traverse BHV
ray 4 hits a plane
ray 5 hits a sphere but the material is different than that of ray 1
ray 6 hits nothing
pain in the ass to do that with a SIMD architecture.
[QUOTE=alien_guy;52250372]path tracing is divergent though.
ray 1 hits sphere
ray 2 hits triangle
ray 3 hits a bounding volume and has to traverse BHV
ray 4 hits a plane
ray 5 hits a sphere but the material is different than that of ray 1
ray 6 hits nothing
pain in the ass to do that with a SIMD architecture.[/QUOTE]
Maybe he meant raymarching? That can be parallelized quite well, but your distance functions are going to be expensive.
At last, I did it!
[media]https://www.youtube.com/watch?v=BLseDPuT-q4[/media]
Now comes the fun part!
[QUOTE=alien_guy;52250372]path tracing is divergent though.
ray 1 hits sphere
ray 2 hits triangle
ray 3 hits a bounding volume and has to traverse BHV
ray 4 hits a plane
ray 5 hits a sphere but the material is different than that of ray 1
ray 6 hits nothing
pain in the ass to do that with a SIMD architecture.[/QUOTE]
It's not that bad because each of those branches does very little work. It's just a slow down by a constant factor.
Many of you will know that for some reason youtube actually doesn't have an api call for getting the videos in your subscription box.
Thankfully chrome recently released a --headless flag for chrome that lets you kind of do this yourself.
The reason I wouldn't want to do this with other headless browsers is that 2fa is something you don't really want to script in a headless browser. Chrome's version could fix that if it would let you load your local profile
However there is a bug atm that prevents you from doing so :v:
I got the scraper running in non-headless chrome with remote debudding enabled anyway - now I just have to wait for them to fix the bug
[t]https://vgy.me/scSpJS.png[/t]
Finally I will be able to get notifications on new uploads on desktop (that don't spam my phone) and even create a specialized youtube client to consume subscriptions in a more comfortable way!
I finally got an idea for something to try a couple days. I started working on it today, but have since gotten distracted with building up my library of commonly re-used and re-written code.
Simple rigidbody ship physics is something that I’m almost always writing and re-writing so I decided to create a very simple and generic one so that I can stop wasting time doing that.
I’ve never had a decent orbit camera either, so that’s something else I just wrote and is now in an easily re-usable Unity package.
At some point I’ll probably make a generic turret package as well. I re-use [B]a lot[/B] of turret code, but it’s always by taking the last project I had a turret in, copying those files, and then stripping out a lot of stuff so I have a “clean” starting point. A legit standalone one that’s easy to build off of would be nice and handy.
[vid]https://my.mixtape.moe/cdndlm.webm[/vid]
Right now I'm working on some CPU based swarming behaviors for a Unity Asset.
[IMG]https://my.mixtape.moe/hfbmnd.gif[/IMG]
I just need to get down path-finding and the UI and it's good to go
Got something that works! I've had an idea for a frame dragging thing to make flying inside of moving and rotating objects easily doable. First webm is a bit old and without the smooth transitions, but it shows the mechanic working. The little windows on the bottom left are a first person view from the player ship.
[vid]https://my.mixtape.moe/nuoihz.webm[/vid]
In essence, all I’m doing is adding the velocity and rotation to myself, but there’s some nuances to it that prevent it from being quite [I]that[/I] simple. Thankfully, there was a function added to Rigidbody (Rigidbody.GetPointVelocity) recently that take care of the majority of edge cases that have always prevented me from going this route. Stumbling across that is actually what got the idea in my head to do this.
After that I stress tested it to try and break it.
[vid]https://my.mixtape.moe/ljxyaq.webm[/vid]
This is about 90% there to being “perfect.” There’s some weirdness that happens when both ships are rotating at the same time. I’m not sure what’s going on that causes it but in most situations (i.e., [B]not[/B] what’s pictured above) it’s small enough that you’d probably naturally correct for it on your own.
There's also smooth transitions into and out of the frame drag radius. Before (in the first webm) it was instantaneous and felt like flying into a brick wall. Now it gradually eases you into and out of the frame dragging so that it feels very natural. You can see it at about 1:05.
Working on a game with soft body physics. Currently trying to hack my way through with Box2D but probably gonna have to roll with some custom simulation system sooner or later.
[media]https://youtu.be/0q4RSth3HUs[/media]
[QUOTE=Edvinas;52256904]Working on a game with soft body physics. Currently trying to hack my way through with Box2D but probably gonna have to roll with some custom simulation system sooner or later.
[media]https://youtu.be/0q4RSth3HUs[/media][/QUOTE]
I get some serious gish vibes from that. Now I want to play gish again[url=https://www.youtube.com/watch?v=xnYweOV98ok].[/url]
[QUOTE=Edvinas;52256904]Working on a game with soft body physics. Currently trying to hack my way through with Box2D but probably gonna have to roll with some custom simulation system sooner or later.
[media]https://youtu.be/0q4RSth3HUs[/media][/QUOTE]
[QUOTE=DrDevil;52257049]I get some serious gish vibes from that. Now I want to play gish again[url=https://www.youtube.com/watch?v=xnYweOV98ok].[/url][/QUOTE]
oh man gish was great but fuck gish
locoroco clone pls, they never made any for other platforms
an acquaintance tried to get one going but it goofed [url]https://web.archive.org/web/20160713224819/https://www.kickstarter.com/projects/siobyte/floof[/url]
[QUOTE=Radical_ed;52256198]Right now I'm working on some CPU based swarming behaviors for a Unity Asset.
[IMG]https://my.mixtape.moe/hfbmnd.gif[/IMG]
I just need to get down path-finding and the UI and it's good to go[/QUOTE]
one down, one to go
[IMG]https://my.mixtape.moe/gijbwx.gif[/img]
[IMG]http://i.imgur.com/13ib3nP.gif[/IMG]
Made an editor GUI so that people can never claim to miss it ever again
[QUOTE=Why485;52256752][...] frame drag [...][/QUOTE]
What happens if you distort the trail by the frame drag?
[QUOTE=Tamschi;52257853]What happens if you distort the trail by the frame drag?[/QUOTE]
Unfortunately that's very difficult to do with the way Unity handles TrailRenderers. At least it used to be. I'm not sure if the recent overhaul included additional scripting hooks to facilitate that sort of thing.
I got my star renderer barely working in Vulkan, which has been quite a bit of work since it was OpenGL-based this morning. The way commands work in Vulkan makes it surprisingly easy to abstract away draw commands - I just pass the command buffer I want to record commands into to each meshes' command-recording method and things seem to be just working from there.
[t]http://i.imgur.com/Ld3wq7t.png[/t]
The neatest thing I've gotten working so far is the pipeline caching functionality - you create a VkPipelineCache object and pass this to all of your pipelines when you create them. Vulkan will then write data it thinks can be cached to this object, and will read from this cache when creating new pipelines (that are similar or outright derive from the first pipeline). At the termination of the program, you can write the contents of this cache to a file. Then the next time you run the program, you can look for that file. I currently set the name of the cache file based on the physical device ID of the current system, and so far its working. I can't say I've seen any runtime improvement yet since I'm only using one pipeline, but the cache content seems to be shader assembly and its kinda neat:
[url]https://gist.github.com/fuchstraumer/e3538852ace40cdaa372ec2bb030e7a1[/url]
[QUOTE=Radical_ed;52257202]one down, one to go
[IMG]https://my.mixtape.moe/gijbwx.gif[/img][/QUOTE]
Made a little web demo if anyone wanted to try it out
(warning- might run like shit due to JS weirdness. Runs a [I]lot[/I] better in firefox)
[url]https://sks-studios.itch.io/swarming-demo[/url]
Someone found a glitch in my game to do with the chainsaw and the energy blast weapons. If you have both; the chainsaw's animations mess up and you can make the energy ball fly all over the place. I thought it was pretty funny.
[video=youtube;DgmwugYjOuI]https://www.youtube.com/watch?v=DgmwugYjOuI[/video]
[QUOTE=phygon;52257217][IMG]http://i.imgur.com/13ib3nP.gif[/IMG]
Made an editor GUI so that people can never claim to miss it ever again[/QUOTE]
Have you considered making the portals inject themselves into the deferred gbuffers? Shouldn't be too difficult to make lighting work through portals and such if Unity even allows you to do that stuff without rewriting it yourself.
[QUOTE=Radical_ed;52256198]Right now I'm working on some CPU based swarming behaviors for a Unity Asset.
[IMG]https://my.mixtape.moe/hfbmnd.gif[/IMG]
I just need to get down path-finding and the UI and it's good to go[/QUOTE]
What algorithm are you using for that?
I gave nodes the ability to have a widget that gets put into a dockable widget on the right of the window. That way you can set values, numbers or strings using normal Qt widgets and have the nodes send that data to all running workers.
[media]https://www.youtube.com/watch?v=6-anXC-eCJ4[/media]
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