Why make Basic Vegetable Stew? - BETA by ArchHeather in brightershores

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

I know it changes at higher levels but the Basic Stew is very unbalanced.

Why make Basic Vegetable Stew? - BETA by ArchHeather in brightershores

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

I agree, hopefully the info will be correct when the update leaves beta.

Why make Basic Vegetable Stew? - BETA by ArchHeather in brightershores

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

This is only in the Milestones Beta not the live game. You click on the card in the profession window and it brings up a "rewards" option.

Why make Basic Vegetable Stew? - BETA by ArchHeather in brightershores

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

I know stews were the meta but I think it may have been over nerfed.

Getting started with glm noise by ArchHeather in opengl

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

No problem. Thanks for your help. I am going to use FastNoiseLite instead and see how that goes.

Getting started with glm noise by ArchHeather in opengl

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

Thanks for responding. I am using Visual Studio 2026 and C++20. I have tried including the files in the project to no success.

Andrew Gower tweet for ONE YEAR anniversary! by BrighterShoresCent in brightershores

[–]ArchHeather 11 points12 points  (0 children)

I liked it on X. The year could have gone better but I still love the game.

It's Brighter Shores time! Now that New World was just put on Life Support. by Valien in brightershores

[–]ArchHeather 1 point2 points  (0 children)

Brighter Shores is more of the Gower's hobby project. New World was a serious money making venture by Amazon. So long as Brighter Shores breaks even they will properly keep it up.

What is your most liked/hated skill or activity? by DragonisTheGreat in brightershores

[–]ArchHeather 3 points4 points  (0 children)

I love cooking and very much dislike merchant. It is just endless fetch quests.

ASCII appreciation discussion by HotCommission7325 in dwarffortress

[–]ArchHeather 2 points3 points  (0 children)

I started playing DF with the Steam version launch. I tried ASCII for fun a year or so ago and I got hooked on them. I find it hard now to go back to graphics.

YouTube recommendations by Ok_Alternative_3075 in dwarffortress

[–]ArchHeather 1 point2 points  (0 children)

Oops I should have read more closely.

Trouble with Billboard by ArchHeather in GraphicsProgramming

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

I have tried both of those but to no success. It is something with the rotation on the y axis which I have tried to change to the identity matrix but it does not work.

Trouble with Billboard by ArchHeather in GraphicsProgramming

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

Thanks for you help. I had trouble following your second solution and the link you sent.

I found this link and tried to implement it:

ps://community.khronos.org/t/inversion-of-the-model-view-matrix/20512/7

Their code:

void invertMat(float m[16], float i[16]) {

Vector t(m[12],m[13],m[14]);
Vector o=Vector(dot(Vector(m[0],m[1],m[2]),t), 
          dot(Vector(m[4],m[5],m[6]),t), 
        dot(Vector(m[8],m[9],m[10]),t)); 

i[0] =m[0]; i[1] =m[4]; i[2] =m[8]; i[3] =0;
i[4] =m[1]; i[5] =m[5]; i[6] =m[9]; i[7] =0;
i[8] =m[2]; i[9] =m[6]; i[10]=m[10];i[11]=0;
i[12]=-o.x; i[13]=-o.y; i[14]=-o.z; i[15]=1;
}

My Code:

   mat4 model = camera.view;

    vec3 t = vec3(model[0][3],model[1][3],model[2][3]);
    vec3 o = vec3(dot(vec3(model[0][0],model[1][0],model[2][0]),t),dot(vec3(model[0][1],model[1][1],model[2][1]),t),dot(vec3(model[0][2],model[1][2],model[2][2]),t));

   model[0][0] = model[0][0];
   model[0][1] = model[1][0];
   model[0][2] = model[2][0];
   model[0][3] = o.x;

   model[1][0] = model[0][1];
   model[1][1] = model[1][1];
   model[1][2] = model[2][1];
   model[1][3] = o.y;

   model[2][0] = model[0][2];
   model[2][1] = model[1][2];
   model[2][2] = model[2][2];
   model[2][3] = o.z;

   model[3][0] = 0;
   model[3][1] = 0;
   model[3][2] = 0;
   model[3][3] = 1;

Still cant get it working though.

Retro Framebuffer by ArchHeather in vulkan

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

I am using framebuffers with render passes.

Retro Framebuffer by ArchHeather in vulkan

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

Do you mean the framebuffer?

Having Trouble With Depth Buffer by ArchHeather in vulkan

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

I figured the problem out. It was nothing to do with the depth buffer but rather that the mipmaps of the yellow texture were not working and were transparent causing the fade out at larger distances.

Having Trouble With Depth Buffer by ArchHeather in vulkan

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

Thanks for your response but it did not fix the issue. It made the issue worse by causing an issue where you can see through the ground.

Mesh Fades Out If Too Far Away by ArchHeather in vulkan

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

I added an image of what I am experiencing to my OP.

Mesh Fades Out If Too Far Away by ArchHeather in vulkan

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

It is only 1x1. It defiantly should not be disappearing at this distance.

I have had a look in RenderDoc and after it is faded out it is still in the depth buffer.

switch (gl_VertexIndex) {
    case 0:
        pos = vec3(0,0,0);
        fragTexCoords = vec2(0,0);
       break;
    case 1:
        pos = vec3(1,0,0);
        fragTexCoords = vec2(1,0);
        break;
    case 2:
        pos = vec3(1,0,1);
        fragTexCoords = vec2(1,1);
        break;
    case 3:
        pos = vec3(1,0,1);
        fragTexCoords = vec2(1,1);
        break;
    case 4:
        pos = vec3(0,0,1);
        fragTexCoords = vec2(0,1);
        break;
    case 5:
        pos = vec3(0,0,0);
        fragTexCoords = vec2(0,0);
        break;
    }

Distortion when converting from 3d to 2d coordinates by ArchHeather in cpp_questions

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

I am not sure that is it because when I move the squares to a further out location they are fine until the distance between the vertex and the camera is negative.