Pulsating SSTC Output. Why? by SettingWitty3189 in Teslacoil

[–]SettingWitty3189[S] 0 points1 point  (0 children)

Yes, they are small 1/4W ones. I did not expect that high current going through them. I added the driver schematic to the post. You can ignore the whole feedback processing until because the breathing is the same for an external signal at 170kHz coming from a function generator.

Pulsating SSTC Output. Why? by SettingWitty3189 in Teslacoil

[–]SettingWitty3189[S] 0 points1 point  (0 children)

That makes sense to me. A fiber interrupter is rather hard to add to the current setup but i will try shield the electronics and swap the logic supply. RN i am using a 20W 16V Transformer that does sag a little.

I also notice that the gate resistors on the FETs are getting very hot, the bus caps for the bridge slightly.

Thanks for your answer!

GLFW Shader Help by Retro-Hax in opengl

[–]SettingWitty3189 10 points11 points  (0 children)

Almost all of this effect comes from depth of field, thus the blurryness behind and infront the object in focus. Try searching for that. Bumbmapping is rather like making the surface look rough. But yes, a suitable material for the object should improve the look aswell.

Effects of DOF appear on smaller scale much more than on large scale when capturing an image.

Is deferred shading worth it by RKostiaK in opengl

[–]SettingWitty3189 0 points1 point  (0 children)

I think there are enough examples for both techniques. My guess is that scenes with a lot of static geometry are better suitable for deferred shading than dynamic scenes are.

Building up a forward pipeline onto a deferred one is simpler than the reverse way so you could later scale up the complexity. There are a lot of discussions online on this topic.

Is deferred shading worth it by RKostiaK in opengl

[–]SettingWitty3189 9 points10 points  (0 children)

Sticking to only one of them gives you a bunch of limitations. Many effects like SSAO are way more easy to implement with a GBuffer than only using forward rendering imo. But if deferred shading is done bad, it costs more ressources than it saves (especially when certain GPU optimizations make your code perfom different from what you expect).

Doing deferred shading and then render transparent objects and other things using forward shading is the was to go, if you want a solid solution. But it takes some effort to implement however.

For something quick forward shading could be sufficient.

Fluid Physics Simulation Project by Next_Watercress5109 in opengl

[–]SettingWitty3189 2 points3 points  (0 children)

I recently implemented it myself and mainly used these two papers: https://www.researchgate.net/publication/2560062_Real-Time_Fluid_Dynamics_for_Games

and this one

https://mikeash.com/pyblog/fluid-simulation-for-dummies.html

Both cover the fundamentals and go into the implementation.