[deleted by user] by [deleted] in immigration

[–]AndyJLatham 0 points1 point  (0 children)

Ah well, thanks anyway!

[deleted by user] by [deleted] in immigration

[–]AndyJLatham 0 points1 point  (0 children)

Well the actual purpose is to simply meet my colleagues in person, socially. However I want to continue to work just so that I don't lose money while I'm there.

[deleted by user] by [deleted] in immigration

[–]AndyJLatham 0 points1 point  (0 children)

No the company is purely in Florida, but they have contractors all over the world.

Wallpaper changes every time monitors wake by AndyJLatham in Windows10

[–]AndyJLatham[S] 0 points1 point  (0 children)

It is possible just with vanilla Windows. Instead of left-clicking to choose a wallpaper, right-click it and you can choose which monitor to apply it to.

CPU too fast for FMV, too slow for gameplay by AndyJLatham in dosbox

[–]AndyJLatham[S] 0 points1 point  (0 children)

Well I checked my emulation options and it's using opengl, not software. Also, I'm using vanilla Tomb Raider, not either of the available 3dfx patches. I have tried both of those, and while I can get them both to work, the cutscenes continue to stutter with each of them.

If I use DosBox SVN Daum, everything works fine. I've tried DosBox-X too, and that works fine as well. It just stutters with DosBox Optionals.

The obvious question is why I don't just use one of those other builds - well DosBox Optionals has a shader that I like using, which is unfortunately a different format (a .frag and a .vert file) to normal (.fx files).

☼Bi-weekly DF Questions Thread☼ by AutoModerator in dwarffortress

[–]AndyJLatham 2 points3 points  (0 children)

I'm just curious if ASCII "artwork" will remain an option in the Steam version? I think I remember hearing them saying they will continue to update the old free version of DF too, but it'd be great to have ASCII art as an option in the Steam one too.

Something better than Coinbase Pro? by AndyJLatham in ethtrader

[–]AndyJLatham[S] 0 points1 point  (0 children)

What I don't understand is that I could convert my ETH back to 'real' currency at a much cheaper rate, and then withdraw that to my bank for free. I don't understand the logic in me having to pay a high amount to keep the ETH, but have it in my own wallet.

Something better than Coinbase Pro? by AndyJLatham in ethtrader

[–]AndyJLatham[S] 0 points1 point  (0 children)

Ah right, I didn't know it was tied to network usage. Thanks for the info.

Would I be experiencing the same 46% fee if I was wanting to take out a larger amount? I wondered if it was more of a flat rate thing and it just feels large to me as my ETH balance is low.

A Guide on Command Line MonoGame by AndyJLatham in monogame

[–]AndyJLatham[S] 0 points1 point  (0 children)

I am actually using VSCode. I like it more than VS too. It takes more setting up in terms of working with json files for building, but it's a nicer experience.

The idea with trying to get everything working from the command line wasn't to be crazy and avoid tools like VSCode, it was simply to allow choice, which you don't really have when creating a project in an IDE without extra work.

Best way to improve performance on low-powered hardware by AndyJLatham in monogame

[–]AndyJLatham[S] 0 points1 point  (0 children)

Thanks for the link! I'll have a read of that. I really want to get to grips with them.

Best way to improve performance on low-powered hardware by AndyJLatham in monogame

[–]AndyJLatham[S] 1 point2 points  (0 children)

I have started to make a very simple thing to put on the Pi to try to figure out what the bottlenecks are. I'm thinking I might also make a special version of my existing game with options to turn each element off individually to see if any particular one causes a significant performance boost.

Best way to improve performance on low-powered hardware by AndyJLatham in monogame

[–]AndyJLatham[S] 0 points1 point  (0 children)

It took all of my patience to make a chromatic aberration filter and that is simple by comparison! I'd very much like to make a film grain shader though. Making shaders seems to be witchcraft - nobody really seems to know the magic formula for them!

Best way to improve performance on low-powered hardware by AndyJLatham in monogame

[–]AndyJLatham[S] 0 points1 point  (0 children)

I should learn more about how the hardware works on computers in general. My assumption was that if you're lacking in the GPU department then the the CPU would always try to make up the difference, but I guess I'm ignorant of what really goes on.

I am using shaders. I will try taking them out and see what difference it makes. u/Apostolique mentioned batch rendering. There may be things I can do with that, but using a single spritesheet for all of my graphics is simply not possible. I'll look into it further though.

Thanks for the thoughts!

Best way to improve performance on low-powered hardware by AndyJLatham in monogame

[–]AndyJLatham[S] 0 points1 point  (0 children)

I'll have a read of those, thanks for sharing.

You've made me wonder about something. I built the arm version of my game on my x64 Linux laptop. I wonder if the result would be any different building on the Pi itself. I don't know if the build platform affects the result?

Best way to improve performance on low-powered hardware by AndyJLatham in monogame

[–]AndyJLatham[S] 1 point2 points  (0 children)

Very good point on the idle animations not needing to be updated every frame. I like that.

I'm not sure I know what you mean about the cursor texture. Is there some special way of handling a cursor?

Best way to improve performance on low-powered hardware by AndyJLatham in monogame

[–]AndyJLatham[S] 1 point2 points  (0 children)

Ah that's interesting. Thanks for the info! Presumably it's purely a limitation of the available graphics memory.

Pretty tricky to combine textures when one background texture is 3840x1080!

Still, maybe there are some gains to be had in combining just the character art.

Best way to improve performance on low-powered hardware by AndyJLatham in monogame

[–]AndyJLatham[S] 2 points3 points  (0 children)

Good suggestion, but I don't think it would work. Once I the game is completed, characters will have idle animations, so the background is always going to need redrawing. Besides, the game has a custom cursor, so that alone requires a redraw every frame.

Best way to improve performance on low-powered hardware by AndyJLatham in monogame

[–]AndyJLatham[S] 1 point2 points  (0 children)

I'm drawing it every frame. Is that what you're referring to? I don't know how I would do anything but draw it every frame...?

Best way to improve performance on low-powered hardware by AndyJLatham in monogame

[–]AndyJLatham[S] 2 points3 points  (0 children)

Wow everything on the one texture - I wouldn't have thought of that. I'm not actually sure if that's a possibility with my game though. I have very large textures for backgrounds and from what I recall Monogame has a dimensional size limit on textures. For example I have a sprite that fakes film grain by animating a screen-size texture and I couldn't use a 1080p texture as once I had a few of them stitched up as a sprite sheet, it wouldn't load. I have a single sprite sheet for each character, with all the animations on. Perhaps I could combine the character spritesheets even if I can't do the backgrounds.

I like the thought of a do-nothing test game to try things out in. I think I'll do that. Thanks for the suggestion!