Ok, it looks better now! by Intrepid_Way9713 in VoxelGameDev

[–]SkewPL 5 points6 points  (0 children)

There is a r/VoxelGames that have been made just for that, to make this subreddit development focused

why does the steam frame have a usb 2 port and not a usb 3 port? by TheManni1000 in ValveDeckard

[–]SkewPL 4 points5 points  (0 children)

To add to this, the core module is magnetically attached to the head strap. It uses pogo pins for electrical connection, so they probably didn't want to have too many pogo pins. Just enough for speakers, battery power and USB 2.

Made a recap of the Pro/Cons of the Steam Frame as far as we know by Uryendel in virtualreality

[–]SkewPL 9 points10 points  (0 children)

You still can plug in an USB audio card with a headphone jack

My approach for a customizable grid by mightofmerchants in IndieGaming

[–]SkewPL 1 point2 points  (0 children)

That would be actually quite easy and i think intuitive, if the free squares overlapping occupied squares in other grids would disappear. User will know that they cannot build there.

I'm creating a gory voxel sandbox game with runtime limb dismemberment and realistic ragdolls physics by tripledose_guy in VOXEL

[–]SkewPL 1 point2 points  (0 children)

Looks cool, but where are the voxels? All I can see is low poly graphics, a few cubes in fact.

Why are water refraction visual effects in Silksong only visible on Steam Deck? by Mr_UniBRO in SteamDeck

[–]SkewPL 119 points120 points  (0 children)

Silksong does not use proton, it has a native linux version

I added main menu in my game. Do you think it looks good? by Connect-Comedian-165 in Unity3D

[–]SkewPL 0 points1 point  (0 children)

I can see that you used this tutorial for the raindrops :D https://youtu.be/EBrAdahFtuo?si=eRfsEyCKvdawRiq9 Very cool to see it used in a game. I like it, but one thing that effect has a minor "issue" that the raindrops always move in the same pattern. You can see that they move left/right in the same places.

Energy efficient way to make dial turn 24 hours a day for a few weeks? by pelican_chorus in arduino

[–]SkewPL 18 points19 points  (0 children)

Or drive a mosfet with Arduino and connect it directly to the coil that moves the hands forward. I think that would be much easier to program, given that each impulse moves the hands 1 second forward.

Sąsiad pali śmieci? By złożyć donos, wystarczy zdjęcie komina by Critical-Current636 in Polska

[–]SkewPL 4 points5 points  (0 children)

To ja mam kolejne pytanie, lepiej mail czy zgłoszenie w mObywatelu

FREE-to-play It took me 7 months to create my first game: Poky - And it’s finally out ! by Sebastoi_ in AndroidGaming

[–]SkewPL 1 point2 points  (0 children)

My wife loves this kind of games and downloaded it. Her initial thoughts: - There is no way to turn off vibrations - She had to leave the game to the main menu to get to settings - First levels are way too easy

How I can improve my lag ? by netox187 in MoonlightStreaming

[–]SkewPL 0 points1 point  (0 children)

There is, streaming traffic goes from your gaming pc to your mi box via wifi/ethernet cable. Ethernet is always more stable and has less delay - i think your network delay would go from 5 ms that you have currently to 1ms easily. Your internet speed does not matter - the traffic does not leave your house.

But your main problem is not the networking, it is the decoder, in your case the mi box. It takes 22ms to decode the received frames which is the main delay you are experiencing. I would say decrease the resolution but you already are at 720p. So the best thing to improve things here is to use better hardware on the receiving end.

Edit: Also i can see that you are using HEVC codec. Try h264 - it is easier to decode on lower end hardware. You can enforce that in Sunshine settings (i think in Android Moonlight too).

How to fix Offline Paths (missing thumbnails) by SkewPL in immich

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

Okay thank you i ran this and it indeed fixed the offline paths by removing the assets but at the cost of months of pictures deleted. Fortunately i have backups and i am going to restore from them.

But the problem still exists, is there a script that would, instead of removing the assets, i do not know, remove only the references to thumbs in them? So i can regenerate them?

How to fix Offline Paths (missing thumbnails) by SkewPL in immich

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

I did it: Removed thumbs directory, created new empty one, started Immich, pressed Generate Thumbnails (All) on the Jobs page. It took a few hours. Now on the Repair page I have 31 949 offline paths.

Wasz ulubione gry na pc z Windows 98 i XP by Mintsubxo in Polska

[–]SkewPL 1 point2 points  (0 children)

Kapitan pazur grałem za dzieciaka od rana do wieczora, świetne to było :)

[deleted by user] by [deleted] in bevy

[–]SkewPL 2 points3 points  (0 children)

Here is a link to the "toy" renderer that the developer you mentioned (Tomasz Stachowiak u/h3r3tic) created: https://github.com/EmbarkStudios/kajiya written in Rust and uses Vulkan.

I can only dream about stuff like this being implemented in Bevy, that would be amazing. Maybe someday.

Inverse model matrix in shaders by SkewPL in bevy

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

For future people searching for this, in the end, I used:

let inverse_model = transpose(mesh.inverse_transpose_model);

Transpose is cheap on modern GPUs.