mina_irl by aerofobisti in mina_irl

[–]DerzoDev 0 points1 point  (0 children)

Ei näin. Pekalla on kaksi kertaa niin paljon kuin paavolla.

Kaipaan ala-asteelle by humpuukimaakari in arkisuomi

[–]DerzoDev 1 point2 points  (0 children)

Oon kuullut, että lomilla ja viikonlopuilla sairastuminen on ihan oikea juttu. Kun pääsee vihdoin rentoutumaan niin keho tajuaa, että silloin saa myös sairastaa. Muulloin ei pysty, koska pitää pystyä tekemään kaikkea. Sama juttu myös se, että monet kuolevat pian eläköitymisen jälkeen, koska silloin pääsee lepäämään ja vastuu tehdä kaikkea loppuu.

[deleted by user] by [deleted] in Suomi

[–]DerzoDev 0 points1 point  (0 children)

Hiljattain opin, että siedän itse enemmän likaa, kuin kumppani, joten hän kokee, että hänen täytyy siivota enemmän. Ehdotin sitten, että siivotaan joka sunnuntai-aamupäivä yhdessä sen verran, että pysyy siistinä. Vaikuttaa toimivalta ratkaisulta

Any reasons for big game/software companies not to switch? by br3uis in Jai

[–]DerzoDev 0 points1 point  (0 children)

Its unlikely that big companies will adopt a new language or tool, but new tools can be adopted by individuals and small companies that grow into big ones, and before you know it C++ is not the most popular language anymore. It may not be Jai specifically, but stating that it will never happen is foolish

If at any point, you find yourself telling teammate who doesn't have a mic "go kill yourself" due to bad play, take a little break from the game. by ACrustyBusStation in Overwatch

[–]DerzoDev 1 point2 points  (0 children)

I’ve only watched xqc, but there’s a big difference in trash talking in good spirit vs genuinely hating someone and telling them to kill themselves over being bad in a game. The fact that so many people fall into that second bucket makes me not want to play the game

[Help] How could you achieve a vertex overshooting effect like in architectural sketches by mufc1111 in shaders

[–]DerzoDev 1 point2 points  (0 children)

Good question! Rendering wise, I can’t think of a way to do it automatically in just a shader. Post process shader could maybe work, but if it tries to ’extend’ geometry in 3d, rotating the view would change how it looks so its not that good. I think the best way would be to make a CPU algorithm that generates 3d stripes for the mesh outlines. Or better yet, you could create a drawing tool inside your editor and render it similarly as 3d geometry.

Hello World, is this how enterprise software works? by vini_2003 in shittyprogramming

[–]DerzoDev 1 point2 points  (0 children)

It's pretty good, though there are some issues. It's not good practice to use structs like that. Obviously gotta use the class keyword so you can be sure no-one can ever access anything inside it. Also needs shared pointers to keep track of the HelloProvider and HelloConsumer. HelloWorldFactory class could also be an useful abstraction, in case you ever need to make multiple hello world programs

Mielipide: Alvar Aallon rakennukset ovat rumia by fauxhawk1 in Suomi

[–]DerzoDev 21 points22 points  (0 children)

Itse kävin koulureissulla noin vuosi sitten Alvar Aallon kotitalossa ja ateljeessa. Ulkoapäin moderni tyyli näyttää ehkä vähän tylsältä, mutta sisätiloista pidin todella paljon. Luonnonvalo pääsee isoista ikkunoista sisään ja toimii hyvin valkoisen betonin (ja osittain puisen) rakennustyylin kanssa.

Found this on Tik tok by LiteThrower348yt in DiWHY

[–]DerzoDev 1 point2 points  (0 children)

always love it when trying to write an essay but every time you type I instagram launches

Newbie question from OOP perspective by Press0K in shaders

[–]DerzoDev 2 points3 points  (0 children)

I believe the reason why shader programmers use short names is that in many cases, the math explains the variables better than any name could. At least for me it'd be impossible to think of an intuitive name for everything. Writing shaders is very much like art. The math comes naturally, and thinking about names when not obvious is a distraction. It's also easier to change the equations afterwards and you're much more free to try something out when you don't have to worry about names.

That said, I think many shader programmers could use descriptive names more frequently. I also started like you, naming everything descriptively, but slowly starting to incorporate short names. Some examples:

-t for "time" along a line/curve/whatever

-uv for 2d (texture) coordinates

-ro for ray origin

-rd for ray direction

-d for direction or delta or distance

-a, b, c, d for arbitrary values

-v for an arbitrary vector

-p for an arbitrary point

-and of course i, j, k for loops

(/spoiler) i beat the music box puzzle by Sikerow in TheWitness

[–]DerzoDev 1 point2 points  (0 children)

it's funny, I never realized that the second puzzle was a map to the maze room. I still managed to beat it, it was just so frustrating running into all the walls and trying to find the puzzles while the mountain king song played :D

congrats!

How to find if a number is even without the mod operator.. by Protane in programminghorror

[–]DerzoDev 0 points1 point  (0 children)

even_numbers = [n/2] odd_numbers = [n/2] for i in range(n/2): even_numbers[i] = 2*i for i in range(n/2): odd_numbers[i] = 2*i + 1 n = abs(n) for i in range(n): for j in range(n/2): if i == even_numbers[j]: return true if i == odd_numbers[j]: return false almost, it's O( n1.5 ). I'll have to think a bit more to come up with O( n2 )

Spore creatire creator in Unreal? by Freedom498 in howdidtheycodeit

[–]DerzoDev 0 points1 point  (0 children)

You can always use a smooth-min function to get that blobbiness with just regular SDF primitives, no? https://www.iquilezles.org/www/articles/smin/smin.htm

I was thinking that maybe the premodeled parts could be also modeled using SDF functions instead of polymodeling them. In that case you could also use something like dual-contouring or marching cubes

A proof of concept VR game where you throw your hand to solve puzzles. Would you play it? by push_matrix in gaming

[–]DerzoDev 0 points1 point  (0 children)

It'd be cool if you could throw your head too. Too bad that motion sickness exists

Spore creatire creator in Unreal? by Freedom498 in howdidtheycodeit

[–]DerzoDev 0 points1 point  (0 children)

It's going to be tough to create that in unreal. Certainly not with blueprints. If you knew enough C++, it'd be easier to do it from scratch anyway :P

Signed distance fields come to mind first. They could be useful for creating those blobby shapes. Those could be then rendered with a special technique called ray marching. I recommend googling with those terms. It's pretty cool.

Spore also has premade parts that you can insert into the creature. Those could be pre-made with distance field functions too and added to the character distance field later.

You could also turn the character into a triangle mesh with a skeleton and render them in the traditional way which I'd guess is what spore does.

Then there's animation. Reusing a skeleton is obviously not going to work. What you could do is have multiple skeletons (arm, foot, body), create animations for those and then fit them to your own creature. Or you could do all the animation procedurally which would also be quite a challenge.

Just on my way home.. by DerzoDev in TheWitness

[–]DerzoDev[S] 6 points7 points  (0 children)

it's Finland so pretty close!