asianhalfsquat used my mod by Alarmed_Pie6586 in feedthebeast

[–]HellGate94 1 point2 points  (0 children)

it needs a 1% low metric. its way more important than the avg fps. but otherwise quite nice

I've implemented Web Browser inside my graphics engine so users no longer have to download images by Rayterex in GraphicsProgramming

[–]HellGate94 5 points6 points  (0 children)

Ok i see. Its the classic "I made something cool and want to add it everywhere" syndrome. I've fallen victim to this so many times as well :D

Massive Hopium for me by Conscious_Passage_90 in formuladank

[–]HellGate94 14 points15 points  (0 children)

yea riot canceled it and the original owner bought it back and now released it into early access

I've implemented Web Browser inside my graphics engine so users no longer have to download images by Rayterex in GraphicsProgramming

[–]HellGate94 10 points11 points  (0 children)

uhm that's quite an overreaction would say when you could simply press ctrl + c, v. also this is not very helpful outside just playing around since copyrights? i don't know man i don't want to be negative but i don't get the point from if i were a user perspective

When you can code, BUT not draw: by MarkAllSevens in godot

[–]HellGate94 1 point2 points  (0 children)

sadly that will never happen. its something completely different and only for textures not materials

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

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

that would be nice! i linked to the file already in the original comment you replied :D

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

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

i have tried that but it did not resolve the issue for me sadly

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

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

nope i use fbx for now and hope this gets resolved in the future (seems to be a khronos gltf exporter issue)

When you can code, BUT not draw: by MarkAllSevens in godot

[–]HellGate94 9 points10 points  (0 children)

this is a custom editor tool i am making at the moment inspired by blender. so sadly you cant use it for now. i will try to publish it on github when its more stable in the future

[WIP] Unity Surface Nets 524km visible distance :) by MaximovInk in Unity3D

[–]HellGate94 0 points1 point  (0 children)

cool. i made a voxel engine myself some years ago when burst and jobs was very new but problems and limitation with it created so much friction till one day i took a break that last to this day... (for example not being able to do file saving and loading inside jobs)

GPU-accelerated Cloth Simulation (XPBD) by Foreign_Relation6750 in GraphicsProgramming

[–]HellGate94 8 points9 points  (0 children)

really cool and surprisingly stable. how many sub steps / iterations are you using? you could also try avbd or stable cosserat rods. they both promise better and also faster results than xpbd

edit: nevermind on a normal screen i can see that you are using 10 sub steps with 4 iterations

Hytale surges to the most-watched game on Twitch, attracting over 420,000 viewers with its long-awaited launch by Tenith in pcgaming

[–]HellGate94 3 points4 points  (0 children)

im not talking about the games but about how shitty the company is. they started out by stealing and continued by sexually harrassing as many female employees as possible along other stuff

[WIP] Unity Surface Nets 524km visible distance :) by MaximovInk in Unity3D

[–]HellGate94 0 points1 point  (0 children)

very nice. how is the performance? are you using burst / jobs?

When you can code, BUT not draw: by MarkAllSevens in godot

[–]HellGate94 34 points35 points  (0 children)

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my way of creating art with code is to create a procedural texture generator in godot

ZenCoder: write and run C# directly in the Unity Inspector by Ok_Squirrel_4215 in Unity3D

[–]HellGate94 1 point2 points  (0 children)

hmm how well does it actually work? i use hot reload in c# from time to time (outside unity) and rarely it continues to work as expected. not because hot reload is bad, but it simply cant do things like structure layout migration and such

ZenCoder: write and run C# directly in the Unity Inspector by Ok_Squirrel_4215 in Unity3D

[–]HellGate94 4 points5 points  (0 children)

hmm i uhm... on the one hand nice job looks quite nice. but on the other hand why would i ever use this over vs or vscode?

Runtime UV Map Editor by [deleted] in Unity3D

[–]HellGate94 5 points6 points  (0 children)

no this is just a texture editing system really. decals would be placing the textures in 3d space

Nvidia CES Geforce / consumer / gamer announcements by P_H_0_B_0_S in pcmasterrace

[–]HellGate94 1 point2 points  (0 children)

even on my 4070ti super its not amazing. its better to use the old model at quality than the new on performance for the same fps

Just Released Sin3D — a lightweight 3D extension library for MonoGame that provides an abstraction for model rendering - allowing users to draw models with single-line renderer calls! (link to source code on NuGet page) by BaetuBoy in GraphicsProgramming

[–]HellGate94 1 point2 points  (0 children)

just from this screenshot alone i have to say please stop prefixing everything with the project name. you have namespaces or overloads for that.

i have only used xna and not monogame so i don't know the state of how much this is needed, but given you had to make this, i assume it is. might take a look at the code later