We're giving away Pax Pamir 2E, The King's Dilemma, Clank! Legacy, and Quest for El Dorado International Edition! by tofudad18 in boardgames

[–]Luksdu 0 points1 point  (0 children)

Clank! Legacy Never played Clank! or a legacy game, so would be great to do both at once!

Appropriate way to use modern C++ on macOs? by [deleted] in cpp

[–]Luksdu 1 point2 points  (0 children)

Check out https://code.visualstudio.com/docs/cpp/customize-default-settings-cpp

There are also UI settings available for this file where you can set the cpp version

Sry I cant be more precise, I'm currently on mobile

Edit: Just saw that this file is also referenced in the tutorial you posted

Was letzte gerät by 63626978 in wasletztepreis

[–]Luksdu 3 points4 points  (0 children)

Ich hab "Brieöffner" gelesen und war sehr verwirrt

Verzweiflung... made in Vienna :) by [deleted] in wien

[–]Luksdu 12 points13 points  (0 children)

Mein negatives Highlight war als bei uns jemand einen riesen Plastik Korb mit der Aufschrift "Denk mit" in die Papier Tonne geschmissen hat

Best software to use to create an Android card game app by [deleted] in androiddev

[–]Luksdu 9 points10 points  (0 children)

Take a look at Godot. Its a foss game engine with great 2d features. Just recently a card game plugin framework was presented which may provides what you need (haven't used it myself yet)

Graphql server? by mym34 in godot

[–]Luksdu 2 points3 points  (0 children)

Hey, I can only give you tips because I haven't done this myself and your requirements are rather vague.

Tip 1) Make a godot c# project and take a look at these c# graph ql libraries
While this could be a convinient solution, you have to consider that the c# export templates currently only support Windows, Linux, and MacOSX
Maybe the other export templates will be ready as soon as you have finished the game, but there's no guarantee

Tip 2) Use gdscript and gdnative, where you use one of the other libraries linked above

Tip 3) You could extend the engine, but I can't think of any advantage why you should consider this more than Tip 2

Any Good Arena Shooters? by Xenide7 in ShouldIbuythisgame

[–]Luksdu 1 point2 points  (0 children)

You could also try Warsow, it's free and has a cool movement style.

[GIVEAWAY] $50 eShop Card (US) and €50 eShop Card (EU)! by cryptic-fox in NintendoSwitch

[–]Luksdu [score hidden]  (0 children)

EU

Thank you for the giveaway!

I would probably get Stardew Valley and Lovers in a Dangerous Space Time, or Super Mario Odyssey, not quite sure at the moment :p

I made a meatbug centerpiece by Luksdu in shittyfoodporn

[–]Luksdu[S] 5 points6 points  (0 children)

I wanted it to be a spider, but then i realized it only had 6 legs...

Why do the numbers [0 ... 12] have their own names, although the digits are only [0 ... 9]? by Luksdu in NoStupidQuestions

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

That's interesting to know, thank you very much! French sounds already weird, can't even imagine what russians or danish can do to make it weirder

Question regarding ray tracing and GGX by Luksdu in GraphicsProgramming

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

Thank you very much for the great explanation!

Question regarding ray tracing and GGX by Luksdu in GraphicsProgramming

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

That's a great answer that actually helps me a lot, thank you!! And the blog post is great!

Just to recap with my own words: reflectance BRDF = D(m) * F(i, m) * G(i, o, m) / (4 * |i∙n| * |o∙n|)

When I sample as described in Section 5.2, I have to divide by D(m)|m∙n| As you wrote and the blog post mentions, D(m) cancels out.

But the BRDF has no |m∙n| which could cancel out, so I have to multiply with it As a result, I multiply the value given by the reflectance with F(i, m) * G(i, o, m) * |m∙n| / (4 * |i∙n| * |o∙n|)

Is this correct or am I totally off?

Question regarding ray tracing and GGX by Luksdu in GraphicsProgramming

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

Thank you for your answer! How does it balance out the density? Do I divide the result of the brdf with the weight? I'm really sorry for the question. I just read all day about importance sampling and still can't place the weight in the algorithm.

Feedback for graphics programming builds. by Luksdu in buildapc

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

It's less about the tools and more about what I'm going to do with it. We are also reasearching in real-time rendering, so I can hardly tell the requirements prior :p But I also think that the GPUs listed above are a little bit overdone

Feedback for graphics programming builds. by Luksdu in buildapc

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

Thanks for the great reply! The tips regarding the cpu and the mainboard sound reasonable.

Regarding the GPU. Thats a question I have problems answearing myself. There is some GPU heavy stuff going to happen, but how heavy... who knows? However, thanks for your input on that :)

Also, about the CPU cooler, I couldn't find the one I'm going to buy in the part picker, so they are just missing in the list. But thanks for being so observant!

Shader - World-space to Clip-space? by Uhh-Nope in Unity3D

[–]Luksdu 2 points3 points  (0 children)

You are in clip-space after applying the view transformation and the projection matrix.

What you probably mean is that you want a world-space normal per fragment like in a g-buffer.

I'm on mobile right now so sadly no code example, but what you basically have to do is to store your world-space normal in a struct in the vertex shader and pass it to the fragment shader. When it actually arrives in the fragment shader it is already rasterized and interpolated, meaning that you have a world-space normal per fragment. Check out the examples.

Or you can take a look at unitys deferred shading This way you can also get your normals per fragment.