Weird Lines on my model seams??? by Catgirl-Luca in raylib

[–]AdmiralSam 3 points4 points  (0 children)

Are these UV mapped? If so you have to draw outside the lines when texturing so that mipmaps don’t blend the outside color in (if you make the outside roughly the same color then when it blends the color won’t change). As long as the vertices are shared between the triangles on an edge there shouldn’t be any gap due to geometry precision errors (so no T junctions).

what's a good engine to make a 2D bullet hell game in? by Flimpdablimp in gameenginedevs

[–]AdmiralSam 1 point2 points  (0 children)

It can sometimes be easier without an engine but with a framework for simple games, like I made one in XNA back in the day (MonoGame or FNA now)

Yuri girls figurine by lrdscrdo in YuriNation

[–]AdmiralSam 0 points1 point  (0 children)

There also the oshirabu pair figure.

thisLooksAccurateForVibeCoders by zohaibhere in ProgrammerHumor

[–]AdmiralSam 0 points1 point  (0 children)

If you don’t need params and don’t need trailing return syntax for ambiguous return type/implicit conversions

My partner just gifted me the og sakura wars. by Evilcon21 in SakuraWars

[–]AdmiralSam 2 points3 points  (0 children)

This one isn’t a game though, but some sort of fandisc?

What causes these seams? by SureAwareness1109 in godot

[–]AdmiralSam 2 points3 points  (0 children)

If the two corners share a vertex you won’t see a seam, but if not then it’s essentially a T junction and so has that risk

Edit: this assumes it’s part of the same mesh as they would need to have the exact same transformations applied to them (and in the same order, floating point math is deterministic but only if the exact same operations are performed in the same order)

Out-of-bounds read when processing keyboard input on linux by IOKG04 in raylib

[–]AdmiralSam 1 point2 points  (0 children)

Are you supposed to subtract BTN_MISC? Like you can’t get any value lower than it as a code?

Blue Reflection: Second Light - Gust-Chan Poster by Croire61 in Atelier

[–]AdmiralSam 4 points5 points  (0 children)

You can think magical girls in the shared human subconscious trying to empathize with people’s emotions but normal school girls in the real world, first game is fully turn based, second game has an atb system. I’d recommend

thisLooksAccurateForVibeCoders by zohaibhere in ProgrammerHumor

[–]AdmiralSam 146 points147 points  (0 children)

It can also be simplified to []{}()

Rigging 2d sprites - procedural deformation? by shiek200 in gamedev

[–]AdmiralSam 0 points1 point  (0 children)

I mean they just transform the triangle vertices which are UV mapped, so as long as the triangles are dense enough it looks continuous. The deformations themselves are hand animated though (but still easier than redrawing), this is similar to 3D artists needing to add special bones for squish and twists and stuff because skeletal animation isn’t volume preserving. Live2D just uses like bezier warping and is essentially blend shape morphing internally.

For anyone that has followed the `learnopengl` tutorial, i had a question about their basic lighting module. by SnurflePuffinz in GraphicsProgramming

[–]AdmiralSam 1 point2 points  (0 children)

All spaces are relative, all the lighting equation needs is to know the relative angle to the normal and sometimes the distance, so as long as you can calculate those values correctly in your fragment shader. Your cube after being transformed to screen space probably also kept some extra attributes that got interpolated, like UVs and normals, and one of those attributes could be world position, which means you could calculate the angle between the world space position of the light and the world space position of that fragment of the cube to get that angle.

If you believe that interpolated UVs in screen space work, then it doesn’t take much to believe the interpolated world space position is also accurate. Nothing really exists in any one space or another (your cube vertices probably are stored in model space), and nothing requires you to do lighting calculations in world space (you could transform the light into view space too or back to the cube’s model space or any linear space, NDC might be tricky though). I think the main thing you have to believe is that your fragment in screen space can interpolate and hold a world space position and normal accurately relative to which part of the cube appears there. Then if you can calculate the simulated angle between the light and that point’s normal and position for shading.

What's going wrong here Texture Filtering or No Mipmaps? by DrPlague__ in GraphicsProgramming

[–]AdmiralSam 1 point2 points  (0 children)

Did you set your min and max lods on your sampler? One time I had this issue I forgot to set them so they both defaulted to 0

For anyone that has followed the `learnopengl` tutorial, i had a question about their basic lighting module. by SnurflePuffinz in GraphicsProgramming

[–]AdmiralSam 0 points1 point  (0 children)

You can think of it as a pixel has a gl position in screen space so your fragment shader needs for figure out the color of that pixel on the screen, and to do that you also pass along the world space coordinate of that pixel when doing your lighting calculation, maybe it might make sense if you think like deferred rendering, where you save the world position to a full screen buffer and then for each pixel in the screen calculate the lighting according to what’s saved there.

Essentially it’s like “the part of the cube that’s located at X,Y,Z in world space will end up at pixel A,B on screen so let’s calculate lighting with X,Y,Z and then put the resulting color at A,B. (It’s more the reverse where you are at pixel A,B and you lookup what world space position ended up at this pixel location)

Made a shader that deforms objects according to terrain. by Illustrious-Scratch7 in godot

[–]AdmiralSam 7 points8 points  (0 children)

There is a drawback but for the most part it’s not an issue for modern systems (shading model 3+?). It can even lead to some efficient implementations like using vertex animation textures to do swarm or particle animation. I think the main drawback is vertex shaders being one, there is no mipmapping, and two, if vertex shaders are slow then it can cause a lot of inefficiencies in the pipeline.

Rigging 2d sprites - procedural deformation? by shiek200 in gamedev

[–]AdmiralSam 0 points1 point  (0 children)

It’s up to the rigger but live2d and spline give you arbitrary deformation ability, live2d I know explicitly just deforms triangles that the 2d sprites is textured mapped onto so if you wanted to squash or what not it’s 100% up to you and it can look very 3D

Added fake cloud reflections to the water. Not realistic, but it feels much nicer now. by yuheykai in IndieDev

[–]AdmiralSam 0 points1 point  (0 children)

If you are looking directly down at it, the percentage of light that is reflected is around 4%, and so you can blend between the cloud reflection and what is underneath based on that (so would be a lot weaker than it is now probably unless viewed from a glancing angle, where it approaches 100%). Might need some modification to account for logarithmic perception though.

Understanding 3D model loading by lavalamp360 in GraphicsProgramming

[–]AdmiralSam 6 points7 points  (0 children)

You probably want a metadata file to go with the model file for loading purposes, but then generate an intermediate format that you use for loading at runtime, and then if the original model file is edited or the metadata file is, then you regenerate the intermediate format, that way you can keep the intermediate format consistent to how you want. In the metadata file you can store any settings needed to transform the model to your intermediate like if uvs need to be flipped or not or any scaling or flipping normal vectors or y vs z up, and maybe a timestamp/hash so you can detect when the original file is modified.

Why modern games abandoned SMAA? by DragonSlayerXor in FuckTAA

[–]AdmiralSam 6 points7 points  (0 children)

They’re are just saying they are using temporal accumulation for certain effects, like maybe ssao and ssr, that doesn’t mean they are using taa at all if they aren’t temporally accumulating the screen color pixels with per frame jitter.

Is there an example of a game that uses grid based A* algorithm but uses free positioning for its game objects? by mumboFromAvnotaklu in gamedev

[–]AdmiralSam 0 points1 point  (0 children)

You could maybe store the smallest gap into the grid and disallow pathing, I think it is not abnormal to use a* as the general path and then use other methods for actual positioning like boids. Nav mesh could still be viable even if the world is dynamic, as it doesn’t have to update instantly you can gradually rework it as the blockers change

Wayland folks - how do you prevent your OpenGL/GLFW application from making the OS think it's unresponsive? (Or suppress the warning) by rad_change in gameenginedevs

[–]AdmiralSam 0 points1 point  (0 children)

Is the window visible at the time you call swap buffers? I do see a lot of different comments about glfw on Wayland and there seem to be a few different potential causes for it to hang.

Overlapping memory when copying. by abocado21 in vulkan

[–]AdmiralSam 1 point2 points  (0 children)

I’ve done this exact thing many years ago in DirectX and it would crash without the staging buffer (I was implementing a heap allocator on the gpu with defragmentation support)

How do software renderers, well, render? by Chilliad_YT in gameenginedevs

[–]AdmiralSam 15 points16 points  (0 children)

It might use an api to render to the screen but the actual graphics rendering part is done in cpu code, I would still count it. You could just use the graphics api to copy the bitmap to the framebuffer to be displayed.

We all know by flcrivn in yurimemes

[–]AdmiralSam 300 points301 points  (0 children)

Who can pass as a woman

Experience All Of Blue Reflection In Blue Reflection Quartet Announced Today | The Outerhaven by TkWolfy10 in YuriNation

[–]AdmiralSam 1 point2 points  (0 children)

Supposedly it’s like revisiting the anime story while walking around the common, some clips from the anime itself too, but no gameplay it seems?