I recently tried to moved from Gamemaker to Unity and started to work on bunch of stuff and the best I could do is make a top down shooter where you puke golden bars (thats supposed to be bullets)
Maaaaybe I should've used quad instead of cubes for bullets
https://youtu.be/NdLrkAexMIA
ensure that you're utilizing Unity's instancing features properly if you're rendering a lot of the same thing
Fixing the newpunch styling in my app.
https://i.imgur.com/y6HJaJH.jpg
Thinking about buying some books, OpenGL Superbible (blue book) or Opengl Programming Guide (red book)?
I updates my interaction logic to also work with animated models.
The green line through the middle is the bounding box of the object, that I check first.
https://i.imgur.com/i7TZfRY.mp4
I don't think either are really worth buying: they're reference guides and open-source repositories and ample examples available online will serve you far better.
The only reason the Vulkan guide has been helpful is because not a ton of other content exists yet for Vulkan, and not a lot of stuff documents the best/optimal way to do things. Unless you really want to dive into the details of the API, don't get those books imo and instead choose things like
"Fundamentals of Computer Graphics" for lots of interesting math and generalized info (you might be past this)
"Physically Based Rendering Technology" for learning PBR stuff at a neat depth/level
"GPU Pro" (1-6 series) or newest which is "GPU Zen" for neat techniques used in-industry
avoid Packt usually, imo. Their stuff is super hit-or-miss, not a lot of middleground with their content
also PM me if you like I have a good pile of textbook pdfs I've built up, and resources for programming graphics stuff in general
Oh my god...162 coins?
I've already got a few graphics books, was hoping to get a more deep understanding of the opengl part specifically so that's why I was wondering about them. And to be honest there is not really a great deal of resources for the newest stuff, at least ones that go into precise details, a lot of it seems to be "this works" but not really "why exactly this works".
I'm being paid to build a react application, finally. I've always wanted to try out React, but never had the opportunity. After figuring out how to test the damn thing, it's pretty nice.
This is tough to find regardless, especially when it comes to OpenGL. Are you talking about DSA and other such recent extensions in 4.3-4.5? I had a similar experience, and its part of what spurned my switch to Vulkan (along with the compute stuff)
Ahahaha oh my god due to oversight on my part to a certain detail about how submissions must be submitted I might get a 0 on that game engine
After playing with React a bit then going back to a mess of jQuery I just feel so sad.
I've been working on this simple coffebreak roguelike for about a day or so
I'm using BearLibTerminal for display and libtcod for FoV, RNG, and the rest of the game logic (Python3 using PyCharm)
Just the basics so far
-Turns
-Blocking tiles (only walls atm)
-stupid basic creature AI/ death state (The AI just moves in a random direction every turn, they don't have any attack logic yet)
-FoV(may change the algorithim for this later since libtcod provides a variety of FoV algs to choose from)
You'll have to excuse the turn where I was on the same tile as another living creature, I'm still fiddling around with the tile/terminal compositon modes in BearLib.
https://my.mixtape.moe/fjvouz.mp4
Yay, got a new job. Finally time to leave this hellhole that my current Job has evolved into.
That's definitely part of it, but also some other stuff like glsl blocks and all that. The wiki pages do an alright job but it still lacks meat.
Forgive my ignorance, but what does jQuery do that's not easily possible in standard JS + CSS now?
I know it adds a few additional animation functions, but that seems to be about it (unless they did some major updates since I last used it).
Taking suggestions on what to do for my OpenGL Graphics Programming final assignment. Its due Wednesday at midnight and I have to study for a Machine Learning final, but I still want to do something cool for it.
https://files.facepunch.com/forum/upload/133270/9aad9530-4850-4291-b316-c1b2739fdcbb/image.png
Pretty sure standard Javascript does most of it now but existing frameworks and existing code haven't caught up (not sure how far back Babel can made your code run but I assume it has its limits).
You must start with random velocities because sometimes I'll just get one that starts booking it for the outer reaches of space.
[ https://i.imgur.com/4KM9yYv.png ]
Any know if it's possible to work out the dimensions of some headerless DXT3 data?
I've trying to extract textures from Counter-Strike Xbox .xpr files and as far as I can tell the dimensions aren't stored with the generic file data (name, offset, etc).
I'm not familiar with the DXT format, but if it's anything similar to BMP, check if the rows have padding bytes. That might allow you to infer the dimensions.
I'm not too familiar either but in the little reading I've done I didn't see anything about padding (which I guess makes sense as it's meant to be compressed).
Anyway, luck is a double-edged sword - just now I found some tools - with source - which can deal with .xpr files. Unfortunately they're written in Visual Basic 6.
Anyone here vaguely proficient in Visual Basic 6 that can help out? There are less than 100 lines that seem to deal with the extraction and I think I can sort of see what's going on.
Standard JavaScript does everything jQuery can do, or at least anything that you would need it to do. jQuery animations have been deprecated by CSS animations, and if you need to apply something to multiple elements you just use a for…of loop. Possibly jQuery is still good for supporting old browsers, but generally you only want to support IE11 as a minimum these days, and I haven't had too much trouble doing that in standard JavaScript with babel or TypeScript compiling to es5 with downlevelIteration enabled
Do something with instanced rendering
I believe XPR texture definitions store the width/height as squared values that need to be shifted, so '8' is '1 << 8' == '256'. Looks like I have some code written for this purpose already, maybe it can help you out? Good luck!
Oh awesome thanks!
I'll be taking a closer look at this.
Are you working on an extractor yourself?
https://i.imgur.com/Osu3aNH.gifv
Pathfinding. I based it on this and heavily modified it. I kind of want a custom solution and full control over everything in my game so only taking solutions where I have the entire source code.
Fuck character encoding.
Back in July of last year I was, but I have no clue how to unswizzle and/or decompress the texture data. The code I wrote can extract all .XPR resources perfectly fine, but sadly that's all it can do -- you can't view the textures, listen to the audio, or load any of the 3d models into something like Blender. If I could figure out how to process the data, I'd probably finish it up.
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