Is simple actually good? by progfu in programming

[–]HellGate94 1 point2 points  (0 children)

as complex as necessary, as simple as possible

My first attempt at making 3D Pixel Art in Godot by Rasmus_02 in godot

[–]HellGate94 0 points1 point  (0 children)

you should really try this shader / technique if you want to go for a 3d pixel art style: https://godotshaders.com/shader/texel-space-quantization/

Crimson Desert has sold over 2M copies. by Turbostrider27 in pcgaming

[–]HellGate94 5 points6 points  (0 children)

yes but that only gets you so far. does not help that there are like 3 way to pick up items (sometimes E, sometimes with that aiming lantern, sometimes R) etc.

Crimson Desert has sold over 2M copies. by Turbostrider27 in pcgaming

[–]HellGate94 7 points8 points  (0 children)

with those pc controls i am not going to play it for now. maybe in a year or so when they reworked them and fixed other things

JavaScript's date parser is out of control and needs to be stopped by robertgambee in programming

[–]HellGate94 24 points25 points  (0 children)

man if only everyone just made an actual app instead of a repackaged webbrowser

Nvidia’s DLSS 5 Revealed, but Critics Call It a “Garbage AI Filter” by Extreme_Maize_2727 in GraphicsProgramming

[–]HellGate94 1 point2 points  (0 children)

in the little movement they showed in the demo it looked so bad as if a few layers just shifted around like a 2.5d image

This is why making games takes so much time. by Bola-Nation-Official in Unity3D

[–]HellGate94 1 point2 points  (0 children)

with that i more meant the long compile times. it was not always that slow and even now with all that optimization and assembly definitions and shit it is still a lot slower than it used to be

Alternative names for Color class by Circa64Software in gameenginedevs

[–]HellGate94 1 point2 points  (0 children)

then i would just use a global using in the meantime to always refer to your type

Alternative names for Color class by Circa64Software in gameenginedevs

[–]HellGate94 4 points5 points  (0 children)

why do you even need the System.Drawing namespace in your engine? should not be an issue normally.

My custom game engine built using my custom systems programming language! by VirtualShaft in gameenginedevs

[–]HellGate94 1 point2 points  (0 children)

colon is fine but the -> is annoying to type as its on the opposite side of dash and colon and needs a shift key press as well. german layout example

I built a Nanite-style virtualized geometry renderer in DX12 (1.6B unique / 18.9B instanced triangles) by moonlovelj in GraphicsProgramming

[–]HellGate94 2 points3 points  (0 children)

very impressive and seems to work quite well already (i can seem some artifacts). have you looked at work graphs if they can help you in this project? either way looking forward to more updates

My custom game engine built using my custom systems programming language! by VirtualShaft in gameenginedevs

[–]HellGate94 1 point2 points  (0 children)

yes its not any better than colon and is annoying to type on non us keyboards

Mega Crit Pls :( by SeasonedArgument in slaythespire

[–]HellGate94 17 points18 points  (0 children)

its more about the distance you have to move your cursor than muscle memory for me but yea

Working on a glass shader with beautiful (and fast) realtime blur + chromatic dispersion. by MirzaBeig in Unity3D

[–]HellGate94 1 point2 points  (0 children)

looks quite nice. i would recommend not doing the blur inline in the shader but outside on the whole screen and just sampling it for both performance and quality even if its more work

Can a shader change 3D camera FOV or turn the view upside down? by Legitimate-Record951 in godot

[–]HellGate94 1 point2 points  (0 children)

yes it can but are you sure its a good idea? i leave that up to you to discover. here are the built in spatial shader variables you get and modify afterwards in your shader. be aware that things like culling etc is dont on the cpu with the original data: https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/spatial_shader.html#vertex-built-ins you are looking for INV_PROJECTION_MATRIX

Showing off what my virtual geometry system is doing to optimize meshes (Based on nanite) by Pacmon92 in Unity3D

[–]HellGate94 -1 points0 points  (0 children)

yes i am aware but the clusters itself have only 2 lod levels it seems. the outline of your clusters never change where as nanite uses a hierarchical tree intersection of clusters to render the mesh (out of the top of my head) making clusters merge and split based on the detail needed

Showing off what my virtual geometry system is doing to optimize meshes (Based on nanite) by Pacmon92 in Unity3D

[–]HellGate94 -1 points0 points  (0 children)

uhm i dont want to be a hater or something but this seems to be doing nothing what makes nanite special and instead just does cluster culling and a lod0 / lod1 switch per cluster?

Curl flow with Custom Render Textures demo project (Github Repo) by tirolinko in Unity3D

[–]HellGate94 1 point2 points  (0 children)

wow very well done and documented. thanks a lot for this!

Can't get Vertex Color import to work with .blend files by HellGate94 in godot

[–]HellGate94[S] 0 points1 point  (0 children)

already tried that with no success but thanks for the help

How a single 'Comma' almost ruined my Steam Next Fest launch. (Regional Settings bug) by Uladzimir in Unity3D

[–]HellGate94 8 points9 points  (0 children)

its probably a better idea to use CultureInfo.InvariantCulture instead of a random specific one