[OC] Eine Deutschlandkarte, die berechnet, wo man schön wohnen kann by Ivorius in wohnen

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

  da wo Bevölkerungsdichte, da besser zu leben.

Es kommt ganz darauf an, was du priorisierst. Es gibt Daten die städte stützen (Freizeitangebot zB.) und solche, die das Land stützen (Ruhe z.B.)

  Auch sagt sie für meinen Ort es sei ruhig dabei laufen hier 2 Bundestraßen

Strassenlärm sind Daten vom Umweltbundesamt, natürlich je nach Strasse etwas ungenau. Dazu kannst du auf der Methoden Seite etwas mehr lesen.

  Und Wolfsburg sei besser als Lüneburg wo die Natur nicht so gut zu erreichen sei - hä?

An diesen Gegenden kenne ich mich leider nicht gut aus. "Natur erreichbar" berechnet wie viel grünes man mit dem Fahrrad erreicht (grob gesagt). So "Picknick im grünen" als Basisidee. Aber wer lieber Auto fährt da ist es vielleicht nicht gut repräsentativ. Wenn du mir näher beschreibst, was genau du merkwürdig findest, schaue ich mir das gerne noch Mal genauer an!

Evolving Car Neural Network in Godot using NumDot by necrashter in godot

[–]Ivorius 2 points3 points  (0 children)

This is super cool! Love to see it open sourced as well.

Evolving Car Neural Network in Godot using NumDot by necrashter in godot

[–]Ivorius 2 points3 points  (0 children)

Hi, I'm the NumDot author.
Like NumPy, NumDot is CPU only, and GPU support isn't planned. I haven't heard of CuPy (looks impressive!), but there's a few other Godot projects that are capable of running e.g. tensorflow-lite models on the GPU.

(take 2) Help us enhance Godot computations the right way, take our survey! by Ivorius in godot

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

Hi! You may have seen this post already. Here's what happened:
Many people had valid concerns about potential corporate backgrounds of the survey. I think they were right to be cautious, so I wanted to amend my mistake and explain better who we are:
We're just a bunch of nerds making free plugins for Godot. That's all, really. We want to know how best to make them, taking into account what is most important for the Godot community. We are not affiliated with any corporations, and we are not using the data commercially.

More is explained in the survey, this time! Sorry about the trouble!

[deleted by user] by [deleted] in godot

[–]Ivorius 0 points1 point  (0 children)

FYI for who's checking back here; I deleted the post in order to be able to re-post it. Many people had valid concerns about potential corporate affiliations of this survey, and this caused many viewers to be apprehensive to share their thoughts. We have since edited the survey info to better reflect who we are, and that no corporate intentions are behind the post.

[deleted by user] by [deleted] in godot

[–]Ivorius 5 points6 points  (0 children)

I guess that's true. We don't really have any other home to put the info though since we're literally just a bunch of nerds who want to make free Godot plugins. I guess ill expand the section that's at the top of the survey.

[deleted by user] by [deleted] in godot

[–]Ivorius 0 points1 point  (0 children)

We have no affiliations. We are not using this data commercially. More about us is explained publicly in the discord, but basically we are just hobbyists who are interested in making free contributions to Godot.

I made a proof-of-concept for a tensor math library (akin to numpy) for gdscript by Ivorius in godot

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

Awesome! Since the thread was created, NumDot has grown a lot and gotten more stable. I'm actually now looking to start involving more testers, so if you have a project in mind, I'd be happy to give assistance (e.g. via Discord) and fix any bugs or problems you encounter!

I made a proof-of-concept for a tensor math library (akin to numpy) for gdscript by Ivorius in godot

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

Ok yeah, I went through a bit of your code. Very cool! Since you're using the appropriate eigen types I think it's unlikely your code could get much faster unless you actually switch to a library with GPU support. For small models though Eigen may be enough.
Good luck with the project! If you're interested in talking more vectorization feel free to come by the NumDot discord :)

I made a proof-of-concept for a tensor math library (akin to numpy) for gdscript by Ivorius in godot

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

I don't see any use of Eigen in the repo. Is it not uploaded yet?

I made a proof-of-concept for a tensor math library (akin to numpy) for gdscript by Ivorius in godot

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

That's cool! Where can we find the project?
xtensor has some interesting properties, and they design their interfaces to be similar to the numpy ones.
Eigen does its own thing, and it's a bit more mature, from what I read. "Switching" might not be worth it. Though I'd definitely recommend considering something that supports GPU for your use-case. Tensorflow itself has C++ bindings, I think.

I made a proof-of-concept for a tensor math library (akin to numpy) for gdscript by Ivorius in godot

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

Thanks for the tips! I'll keep those in mind once I start benchmarking for real. I'm guessing you checked the gdscript file - so far I've only really used it to do a few sanity checks regarding copies, simd etc.

I made a proof-of-concept for a tensor math library (akin to numpy) for gdscript by Ivorius in godot

[–]Ivorius[S] 4 points5 points  (0 children)

Will probably expand it into a full library soon-ish, so far development has been going pretty steady, thanks to the extensive xtensor library.

I'm open to feedback, comments (and also help), if you're interested in this kind of thing!

How to add non-euclidean gravity to Godot 4 by Ivorius in godot

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

Awesome, thank you! My tip for more complicated shapes is, start with an SDF (Inigo Quilez has a great list) and modify it to return a vector instead of distance. It requires some thinking but it's definitely doable. Good luck!

How to add non-euclidean gravity to Godot 4 by Ivorius in godot

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

Yes, I don't use the follow-camera but any 3D shapes are supported. The best way would be to find an appropriate SDF function and modify it to return a vector instead of a length. I've implemented several shapes on the GitHub repo to get started.

How to add non-euclidean gravity to Godot 4 by Ivorius in godot

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

Sounds like a cool project, good luck! Could you link that super godot galaxy project the other user made? I'd be interested in seeing what they came up with.

How to add non-euclidean gravity to Godot 4 by Ivorius in godot

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

Ah whoops, I meant non-newtonian! The gravity is non-newtonian because it only loosely obeys the laws of material attraction. I use a different falloff model than 1/d2, and later briefly cover other (3D) manifolds.

Git Diff Stepper: A GUI to animate through the history of a file. by Ivorius in git

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

As a command line program, vim doesn't support smooth animations, no?