Flyhy (@Flyhy3) profile picture

Making games go fast @TriangleFactory Github: https://teapawt.org/t.co/iffKMo1zbG (he/him)

Joined August 2019
Snorkel made a C# multithreading experiment in Godot with 10,000 units moving and reacting to input, using jobs and arrays instead of nodes. 🧠 See more: reddit.com/r/godot/comments/… #godotengine
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ffs @x removing dim theme makes the site borderline unusable for me. It was the only option that did not make my eyes bleed. Pls fix.
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After nine years of development, meshoptimizer has reached its first major version, 1.0! This release focuses on improvements in clusterization and simplification as well as stabilization. Release announcement with more details on past, present and future is below; please RT!
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Finally found some time to do some more odin/webgl programming. My triangle has evolved into a cube and became more powerful.
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Implemented a neat speedup for brick rendering using tips in this old @SebAaltonen thread. The trick is to render only 3 cube faces per brick, and "flip" each face to the side of the cube that faces the camera in the vertex shader. teapawt.org/SebAaltonen/status/132… [cont]
This is how you generate a cube in vertex shader. Works with any amount of cubes. Also includes the backface culling trick (only include the positive cube faces to index buffer). Backface culling trick relies on the fact that only 3 faces of a cube can be visible at once.
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Continuing to experiment with Odin. I'm hoping to create interactive projects on the web, so I'm learning how to compile wasm. Just arrived at the hello world of graphics programming. Hello🔼
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Turns out adding emissive materials is really easy. Just return the the emissive colour when you hit some thing emissive.
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More progress on learning Odin by making a raytracer Used a union to create a single list of boxes and spheres and a switch to determine type for the intersection logic. Also added some form of materials.
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Finally got non uniform scaling working, somehow this was more difficult to get right then I thought it would be. Spend an entire evening chasing a bug in the normals, only to try my first solution again it working.
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Went of script and added a new shape. Guess we're doing cubes now. box ray intersect code needs some extra work. I've probably come up with the worst way to do this 🤷‍♂️
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Aah good old diffuse lighting, nothing beats that. (progress on learning odin with the raytracing in a weekend book)
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I've been learning @odinlang by following the 'Ray tracing in one weekend' book and just arrived at the hello world of ray tracing.
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I love the fixed arrays and build in swizzling. I would love to have this in c#.
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Not having objects has not been an issue so far.
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The overview page helps getting started with a lot of things, but as soon as I need something more complex (like file reading/writing) I lose a lot of time trying to find usable examples. (skill issue?) I completely failed to find how to start a new process from in odin code.
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Defer is great
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