• What are you working on? v67 - March 2017
    3,527 replies, posted
You could follow a tutorial if you truly can't get your foot in the door.
So I'm assuming that the Perspective() code is correct, since that's actually provided to us. Here's the Perspective matrix though. 1.569, 0, 0, 0 0, 1.569, 0, 0 0, 0, -1.02, -2.02 0, 0, -1, 0 // Input Values // FovY = 65 // Aspect = 1 // Near = 1 // Far = 100 What I think it might be is that the camera just has uvw vectors and the eye position? My rotations are just rotating the uvw vectors. Idk though.
I am now in charge of writing the Azure Resource management/multi-tenancy service for my company's new cloud platform.
Hows the tech management at your company. Are they just cheap? Or incompetent? This sort of thing isn't something that they should be trusting solely to interns/co-ops aha, for one reason that they have provided you absolutely no incentive to stay at their company. If a company is going to take an intern and give them such huge responsibility, they should have been able to recognize that you are no longer performing intern duties. Any employee should generally negotiate for better incentives/compensation for taking on more responsibility.
Not great. We're a small company and we've basically been maintaining the same few products for about 10 years, so we rarely develop new products. We've been working on a cloud version of our product for about a year and have only really gotten a lot of work done on it in the last 4 months. We have so many goddamned meetings about user stories and stuff but are so reluctant to commit to a set of features and start working on them. We've got 6 developers, 2 of which are put on maintaining legacy products full time, 3 of which are full time, and 1 of which is me (intern). They made me an offer for $54,000, and I accepted a different offer for $90k in a different city, so I'm kind of running out the clock on this place until June
Where are the good places/books to learn Python for experienced programmers? I've got about 10 years in C# and Java and want to branch out
Seen this: https://wiki.python.org/moin/MovingToPythonFromOtherLanguages?
I also seem to be coding a rather big amount of critical internal software in our company, and I'm just a student. I should ask for a raise.
https://i.imgur.com/quz8ZTn pew pew
Make your company dependent on you and your tools. Make it hard for them to replace you. Then ask for a raise.
Already did so unintentionally. And I don't even intend to stay there forever, I'm mostly working there to get some experience and money while 'studying'.
Sometimes I wonder if this very tactic is why we see so many examples of awful coding in professional environments. "Davidson, this code is a mess! How are we supposed to read this?!" "You're not. >:3"
I document all of my code, but it still would take a lot of time of another employer to get into my code before being able to make good changes (Although knowing some of my colleagues they will rather hack on it until the one extra feature works somehow, not thinking about future consequences. That's at least the state I took it over from).
Don't document your code and minify it before checking into git, so they have to keep you on
Oh god, my last internship I got put in charge of lead development of their game I felt honored and offended at the same time because I got paid 200,- a month.
Lol, git. We use SVN. Kill me.
i feel this: my first assignment was writing an entire application from scratch as part of a 2 year contract the next one (source of all the shit code i've posted here) was revamping that 28 year old astrodynamics toolkit, despite not having a degree and very little math background then it was working on flight software, networking to be exact, which are two things i've not done before also doing programming for machine learning stuff in support of another contract, which is just yet another topic i have no background in there are serious management issues here in other news, i got my clustered forward stuff to sorta work. my .obj importer/setup is heckin broken, and there's a lot of stuff that's definitively not working as intended. metallic and roughness textures are also just not being imported right, at all, so that's one of like a dozen things i need to fix. i'm not sure why the patches are showing up - it's obviously some artifact of the way i break down the screen for the compute pass, but why it's doing that im not quite sure https://giant.gfycat.com/UnlawfulFilthyEquestrian.webm its a start though, and it's fairly performant for trying to sort and bin 4096 lights, then trying to show the contribution of that subset of the 4096 that affect the lighting!
So it turns out that apparently I had misconfigured my visual studio project and when I thought I was doing "Release" builds, all of the projects were still building for debug. On one hand, the 5 second load times kind of sucked. On the other hand, it inspired me to optimize the shit out of my loader, so now that it's release mode it loads maps in 0.9s
Just played through firewatch, now I want to make something that looks like firewatch.
Not really news but I made a video of my buggy game and the video compression created a cool effect that I want to recreate in a shader. https://streamable.com/ww0z2
Chromatic aberration.
I've been trying to make a Raycaster for a while. I've got basic walls done, but now I need to get floorcasting done. I understand the general concept, but I don't entirely understand the transformation function (the perspective skew).
You should try out Box2D if you want it to just work. If you're learning it from scratch then that is fine too.
I wanted to support lots of smoke trails in the sky for my VR game. This turned out to be difficult with Unity's built-in Trail Renderer (can't move all vertices, which is a requirement for a floating world origin, bad UV coordinate implementation, lack of support for normal maps), so I decided to write my own! It supports correct lighting with normal maps, triangle sorting, a shader which catches cloud shadows and runs in the editor, too. https://puu.sh/ztmIF.jpg https://puu.sh/ztmIW.png
That looks rad, did you try particles first?
I did yeah. Initially I wanted to port the lit particle shader from my clouds so it could be used with Shuriken, but that turned out to be a headache with the vertex data required. Another big reason I decided to go with the ribbon trails is to minimize vertex overhead and reduce overdraw. With this system I figure I can make the trails linger for a good half a minute, if not more.
We're modern web technology now. You can put some LESS into your settings and it will apply globally to the site. Check out the ricing thread in the Meta section, that has various visual mods and I posted a few convenience styles there. (Also switch off the margin on <p> tags if you don't like the double spacing. For whatever reason, the site is currently very liberal with the paragraph boundaries.)
Thanks I'll check that out. I'm also just trying to learn about this stuff as well. I prefer to work in code rather than high level engines like Unreal, so I'm kind of avoiding those
Busy as hell past couple of weeks with exams, work, and personal projects. I've finished redocumenting my entire project to support Doxygen comment parsing. Along the way, I did a mini-code review and tagged all the things I needed to change/fix/add using /**@todo*/ tags. In the end, I've managed to further standardize my code, comments, project structure, and naming convention, cleared out +90% of my todo list, fixed several bugs. Out of curiosity sake, I found out that my version of nVidia nSight was out of date, so I updated it and alas I can finally use it's debugger again. With that fixed, it took no time to port over my Global Illumination implementation to my new engine. Very productive couple of weeks
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