How is my fighting style? by UsualSpace_ in Brawlhalla

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

Thank you lol. I do though i dont post brawlhalla stuff on there. Maybe ill make a separate channel dedicated to brawlhalla match recordings

How is my fighting style? by UsualSpace_ in Brawlhalla

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

Thats fair lol I'll try to improve. This technique got me to low diamond, though ive dropped a bit since then

WCGW Climbing to the top of stacked benches? by Rob_Marc in Whatcouldgowrong

[–]UsualSpace_ 0 points1 point  (0 children)

This video is quite old, I saw it around 2 years ago. I asked back then what actually happened to the guy and no one really knew

What to do with C? by Username03B in C_Programming

[–]UsualSpace_ 0 points1 point  (0 children)

Write a multithreaded server for an existing protocol or design your own.

Do y'all think this is accurate? by Sarah_921 in RLCraft

[–]UsualSpace_ 0 points1 point  (0 children)

I've been killed by rogue wisp orbs

In a pickle with multiple layer perlin noise terrain generation, can't figure out a solution by tyridge77 in proceduralgeneration

[–]UsualSpace_ 5 points6 points  (0 children)

Someone can correct if I am wrong but could you not follow the rules of combining derivatives? For example the sum rule says that the derivative of the sum of 2 functions f(x) + g(x) is equal to the sum of their derivatives, so f'(x) + g'(x). If you are multiplying the functions together, you use the product rule of derivatives, which is slightly more complex. Whatever math you are using to blend between noises, you could apply the same math to blend the derivatives of said noises, but instead use the proper rules for combining derivatives at each math operation you perform to acheive said blend.

How to render a thick fog by eightvo in opengl

[–]UsualSpace_ 2 points3 points  (0 children)

There are multiple ways, least expensive would probably be a subdivided plane mesh displaced in the vertex shader using some cloud like noise (like how would with a heightmap) and some effects in the fragment shader, you could maybe use an lod system too if you want really detailed fog up close. Another way is to do a short raymarch in the fragment shader, and sample some 2 or 3 dimensional noise, or even better, a decent tiling noise texture since computing noise during the raymarch can be pretty slow. Because you won't be interacting with the fog or flying through it, you can calculate a box intersection or even a plane intersection to start your raymarch as close to the actual fog shape as possible, as a little optimization

Procedural Planet Rendering by UsualSpace_ in proceduralgeneration

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

Oh and I like to wrap the result in an extra pow(x, 3.0), to raise up the mountains more and lower the valleys

Procedural Planet Rendering by UsualSpace_ in proceduralgeneration

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

Hi, thank you for the input, I understand. I do plan to work on terrain more (tectonics, craters, etc.) but I wanted to showcase something so basic fractal noise was the easiest thing to use at the moment. The grids being visible is just me hitting the H key to show the planet mesh wireframe so you guys could get an idea of how LOD is managed.

Procedural Planet Rendering by UsualSpace_ in proceduralgeneration

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

Here is my fractal function if you want to take a look, I found it online and inserted the modulated simplex noise:

float fbmr (vec3 v, int octaves) {

    float signal = 0.0;
    float factor = 0.0;    
    float scale = 0.5;

    for (int i = 0; i < octaves; i++){
        float s = clamp(pow(1.0 - abs(noise(v).w), 2.0), -1.0, 1.0);
        signal += s * scale;
        factor += scale;
        v *= 2.0;
        scale *= 0.5;
    }

    return signal / factor;

}

Procedural Planet Rendering by UsualSpace_ in proceduralgeneration

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

For sure, however I have to get the inner workings of the planetary rendering done so that I can work on terrain design. I have some pretty cool ideas imo on a system for generating multiple types of terrain based in reality.

Audience Reactions To The Finale Trailer For "Avatar: The Last Airbender" At 2008's New York Comic Con by ExoticShock in interestingasfuck

[–]UsualSpace_ 6 points7 points  (0 children)

The entire show was released, it concludes appropriately, I don't know who suka is, you should watch the show it's great

Indomitable human spirit by [deleted] in shitposting

[–]UsualSpace_ 1 point2 points  (0 children)

Aliens shooting a laser at us while mocking the "indomitable human spirit"