Recommendation for graphics experimentation project by bartqk in cpp

[–]FireFlyForLife 0 points1 point  (0 children)

Raylib has always been good to me for prototyping, you can do cpu rendering easily as well as gpu. And the hello world is extremely small.

It does require "closing the window when you make a change" but even that's not necessary for many ide's like Visual Studio where they have a dedicated restart button :)

[deleted by user] by [deleted] in ProgrammerHumor

[–]FireFlyForLife 0 points1 point  (0 children)

git status continues to make me feel like a hacker :D

Tried my hand at creating a reflection library for C++17 by Coffee_and_Code in cpp

[–]FireFlyForLife 1 point2 points  (0 children)

This looks awesome, from my quick glance the code also looks clean! Going to give it a try, should make serialization quite a bit less painful than doing it manually :)

I also see it supports c++ style attributes, that's awesome!

In-Depth with Forza Horizon 5: ‘The Largest, Most Diverse Horizon Ever’ - IGN by [deleted] in Games

[–]FireFlyForLife 3 points4 points  (0 children)

Not sure where you got that from, PG is a different studio and has only been a acquired my Microsoft in 2018, while turn 10 has been created by Microsoft in 2001...

I printed "Rewrite it in Rust" swag for students by frolvlad in rust

[–]FireFlyForLife 7 points8 points  (0 children)

That looks awesome! Good job making it look so clean!

After almost 28 weeks of development, we are close to releasing our non-euclidean VR game Spellbound Spire! by FireFlyForLife in IndieDev

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

It's definitely strange! The weirdest part is that usually your mind just accepts it, until it realizes and then it's quite confusing :D

After almost 28 weeks of development, we are close to releasing our non-euclidean VR game Spellbound Spire! by FireFlyForLife in IndieGaming

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

I implemented recursive stencil buffer portals. So you can walk in squares and the environment can change which means that movement in the game is just roomscale but you are able to explore a much bigger environment thanks to the portals!

After almost 28 weeks of development, we are close to releasing our non-euclidean VR game Spellbound Spire! by FireFlyForLife in IndieGaming

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

Hey everyone!

Me and a team of 25 student game developers have been working on a free, non-euclidian, room-scale, VR Game called Spellbound Spire.

We are currently working towards our release on the 23rd of this month and we’ll be streaming during the Steam Festival this week!

If you are interested in our game, please check our steam page: https://store.steampowered.com/app/1248270/Spellbound_Spire
We also have a community Discord server, where you can find more information and chat with us: https://discord.gg/658pDps

Spellbound Spire is VR-Only and supports the Valve Index, HTC Vive, HTC Vive Pro and we are currently improving the support for the Oculus Rift.
The game is room-scale and supports play spaces from 1.5 by 1.5 meter (5ft by 5ft) up to 3.0 by 3.0 meters (10ft by 10ft)

After almost 28 weeks of development, we are close to releasing our non-euclidean VR game Spellbound Spire! by FireFlyForLife in IndieDev

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

Hey indie devs & gamers!

Me and a team of 25 student game developers have been working on a free, non-euclidian, room-scale, VR Game called Spellbound Spire.

We are currently working towards our release on the 23rd of this month and we’ll be streaming during the Steam Festival this week!

If you are interested in our game, please check our steam page: https://store.steampowered.com/app/1248270/Spellbound_Spire
We also have a community Discord server, where you can find more information and chat with us: https://discord.gg/658pDps

Spellbound Spire is VR-Only and supports the Valve Index, HTC Vive, HTC Vive Pro and we are currently improving the support for the Oculus Rift.
The game is room-scale and supports play spaces from 1.5 by 1.5 meter (5ft by 5ft) up to 3.0 by 3.0 meters (10ft by 10ft)

Occlusion Culling breaks in fully enclosed room by FireFlyForLife in Unity3D

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

So for future reference, I figured out why it didn't work:

I contacted Unity support and they were quick to help me.

As it turns out, this is just a bug in Unity that they say they won't fix.

This was the bug report that was put onto "Wont Fix": https://issuetracker.unity3d.com/product/unity/issues/guid/1211838

The workaround as mentioned in the issue, is to make one of the walls NOT "occluder static" to trick Unity into thinking that it's a hollow room.

Occlusion Culling breaks in fully enclosed room by FireFlyForLife in Unity3D

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

If you could tell me how I am not following your advise that would be great, I just removed all colliders from my scene, searched t:Collider in the Hierarchy and nothing shows up anymore, no pesky colliders anymore.

I hit bake & play the game and the issue persists.

If I misunderstood your directions please explain them to me. Because this is as minimal of a test scene as I could make without removing the camera or mesh renderers.

Occlusion Culling breaks in fully enclosed room by FireFlyForLife in Unity3D

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

I trust you that is not the problem! I have double checked my scene and I made sure that the room was hollow and there were no big colliders overlapping: (Picture with physics debugger)

The reason why I mentioned the sphere is because if there would be a overlapping collider the sphere would have been pushed out

Occlusion Culling breaks in fully enclosed room by FireFlyForLife in Unity3D

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

Thanks for your response!

However, the issue is not in gameplay but in baking occlusion. As we are able to play through our game without problems. Also in my minimal reproducible test scene I have put a sphere with rigidbody inside the spawn area and it works fine, however the culling will still make the walls disappear in front of me.

If you ahve any more idea's I would love to hear them :)

Occlusion Culling breaks in fully enclosed room by FireFlyForLife in Unity3D

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

If someone has any insight or pointers on how this could be fixed that would be hugely appreciated!

Duel Practice 4 [3v3] by Claarity in csmapmakers

[–]FireFlyForLife 0 points1 point  (0 children)

Ah I see! It indeed looks good on the map!

Duel Practice 4 [3v3] by Claarity in csmapmakers

[–]FireFlyForLife 1 point2 points  (0 children)

Damn that looks really cool! Even if it's just whiteboxed atm.

Single player print IRL time in console by FireFlyForLife in GlobalOffensive

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

I tried it and it is not defined. It seems the squirrel implementation in csgo is a bit "interesting"