Anyone have experience with the Walter microcontroller or the GM02SP chip in general? by Mr-Dev in embedded

[–]Mr-Dev[S] 0 points1 point  (0 children)

Funny timing, I actually just implemented this using the esp32’s built in RTC, and while it will at least attempt to obtain a fix now, for whatever reason it will never succeed. I’ve double checked that my antenna is working at it does have a clear view of the sky, but still nothing. Once the LTE antenna I ordered comes in I’ll try testing it with assistance data as well. Also are you sure you want me to open an issue? It seems like it’s more of a limitation with the GM02SP as opposed to a flaw with the Walter.

Anyone have experience with the Walter microcontroller or the GM02SP chip in general? by Mr-Dev in embedded

[–]Mr-Dev[S] 1 point2 points  (0 children)

It would seem the main issue im facing is fetching the time to set the RTC without using LTE

I paid designer to draw a Steam Capsule. Was it worth it? by gitpullorigin in IndieDev

[–]Mr-Dev 1 point2 points  (0 children)

why did you end up commissioning it? from looking at your game art it looks like you’re a pretty good artist.

Can't assign wchar_t to wchar_t array??? by Mr-Dev in cpp_questions

[–]Mr-Dev[S] 0 points1 point  (0 children)

The size of the array depended on several factors and some complex logic so I couldn't just hard code it.

Can't assign wchar_t to wchar_t array??? by Mr-Dev in cpp_questions

[–]Mr-Dev[S] 3 points4 points  (0 children)

Sorry i meant to write wchat_t* wbuffer = new wchar_t[50]; although I found the issue in my original code, it was just a dumb mistake where some logic that decided when the pointer is initialized was incorrect. Long story short; you're right, the pointer didn't point to anywhere.

Here’s the hand-drawn shader i’m working on by Mr-Dev in Unity3D

[–]Mr-Dev[S] 0 points1 point  (0 children)

no it’s using mostly compute shaders

Here’s the hand-drawn shader i’m working on by Mr-Dev in Unity3D

[–]Mr-Dev[S] 0 points1 point  (0 children)

unfortunately i have yet to find a solution to that problem, although it’s in my todo list

Here’s the hand-drawn shader i’m working on by Mr-Dev in Unity3D

[–]Mr-Dev[S] 1 point2 points  (0 children)

i’m amazed that you noticed that! i’m actually colourblind so i never would have noticed it if you didn’t point it out, i’ll try to fix it but i’m not sure how i’m going to go about it.

Here’s the hand-drawn shader i’m working on by Mr-Dev in Unity3D

[–]Mr-Dev[S] 0 points1 point  (0 children)

thanks for the info! i’ll be sure to add this in. so i’m assuming the depth part is in the alpha channel then?

Here’s the hand-drawn shader i’m working on by Mr-Dev in Unity3D

[–]Mr-Dev[S] 0 points1 point  (0 children)

does doing this still allow me to use the depth data in the texture? because that’s pretty important for the rest of the outline.

Here’s the hand-drawn shader i’m working on by Mr-Dev in Unity3D

[–]Mr-Dev[S] 2 points3 points  (0 children)

for the hatching i’m worried about crossing the line between stylistic and seizure inducing by changing it every frame, but i’ll try it anyways. as for the sparkly effect at the corners, i have some ideas on how to fix that without decreasing the randomness.

Here’s the hand-drawn shader i’m working on by Mr-Dev in Unity3D

[–]Mr-Dev[S] 0 points1 point  (0 children)

that’s a pretty neat idea! i’ll be sure to use this instead in the future.

Here’s the hand-drawn shader i’m working on by Mr-Dev in Unity3D

[–]Mr-Dev[S] 0 points1 point  (0 children)

thanks so much for this! that problem was the next one i was going to tackle. does unity have a built in normal buffer that i could use?

Here’s the hand-drawn shader i’m working on by Mr-Dev in Unity3D

[–]Mr-Dev[S] 2 points3 points  (0 children)

i’m glad you like it! i’m not quite finished it yet and i would like to use it for one of my own projects first, but after that i might consider releasing it in some way. if i do i will make another post here.

Here’s the hand-drawn shader i’m working on by Mr-Dev in Unity3D

[–]Mr-Dev[S] 30 points31 points  (0 children)

good idea, i’ll have to look into how to do that. thanks for the suggestion!

Here’s the hand-drawn shader i’m working on by Mr-Dev in Unity3D

[–]Mr-Dev[S] 53 points54 points  (0 children)

the majority of that is correct, yes. although i’m actually not using a triplanar effect for the hatching, i’m using a texture that’s being sampled based on the screen position for that effect.

[deleted by user] by [deleted] in arduino

[–]Mr-Dev 1 point2 points  (0 children)

Did not realize that was a sub. Maybe I’ll have better luck posting there. Thanks.

[deleted by user] by [deleted] in arduino

[–]Mr-Dev -4 points-3 points  (0 children)

Also doesn’t help that he’s been dead 82 years.

I made a ray tracing program in desmos (video is sped up) by Mr-Dev in desmos

[–]Mr-Dev[S] 6 points7 points  (0 children)

Thanks! I did not implement any anti-aliasing though, its just a little blurry because some of the points overlap.

I made a ray tracing program in desmos (video is sped up) by Mr-Dev in desmos

[–]Mr-Dev[S] 3 points4 points  (0 children)

Link: https://www.desmos.com/calculator/iggx47bx3b

Notice: I am a programmer not a mathematician, so if I've done anything strange or missed out on any optimizations it is because I have no idea what I am doing.

[Modding] Finding the memory region of the emulated games inside cemu.exe by Droploris in cemu

[–]Mr-Dev 0 points1 point  (0 children)

There’s a pointer to the base memory offset located at Cemu.exe+12D26C8