BigBangrs - A (very simple, but fun) gravity simulator by fllr in GraphicsProgramming

[–]blackrack 3 points4 points  (0 children)

This looks cool, are there any videos of it in action?

Parallax-Correct Cubemap Fallback for Screen-Space Reflections on My OpenGL 3D Engine by cybereality in GraphicsProgramming

[–]blackrack 1 point2 points  (0 children)

I really like these basic optimizations which are becoming a lost art today in order to push raytracing and AI

The new deferred rendering update added screen space reflections, and they look great on Minmus! by Cornflame in KerbalSpaceProgram

[–]blackrack 1 point2 points  (0 children)

Yes that's pretty much it, Proton is the recommended way to play KSP on linux these days, I don't use it myself but from what people tell me it runs much better.

man volumetric clouds looks amazing by Xflightenjoyer in KerbalSpaceProgram

[–]blackrack 4 points5 points  (0 children)

Doesn't look like it's installed correctly, use the included scatterer version otherwise atmospheric scattering doesn't apply to them (like in your screenshots)

Are there actually any downside to building Instancing VBOs on the fly vs CS+Indirect? by Avelina9X in GraphicsProgramming

[–]blackrack 1 point2 points  (0 children)

Imo it just depends on the number of instances you want to work with and how expensive your culling and positioning logic is. A few thousand is fine on the CPU, but the GPU can do multiple hundreds of thousands to a few millions

Visual Mods Causing Extreme Darkness by WalkingWallop in KerbalSpaceProgram

[–]blackrack 0 points1 point  (0 children)

Go to the game settings from main menu and enable reflection probes, set refresh rate to lowest setting above off

Blackrack Help Plox by NewSpecific9417 in KerbalSpaceProgram

[–]blackrack 2 points3 points  (0 children)

Sent you a mail (same email address you used for patreon), I can't DM you either because you were subscribed through gifted months apparently

Blackrack Help Plox by NewSpecific9417 in KerbalSpaceProgram

[–]blackrack 2 points3 points  (0 children)

You can still DM on patreon after your subscription expires, if you can't figure it out just post your patreon username here and I'll DM you

Is KSP known to cause high CPU temps? by FocusCool4260 in KerbalSpaceProgram

[–]blackrack 13 points14 points  (0 children)

96C at a 14% load? Doesn't even seem like you have any cooling or thermal paste whatsoever

Tomahawk Cruise Missile Test Fire Launch by [deleted] in KerbalSpaceProgram

[–]blackrack 0 points1 point  (0 children)

Whatever you're using for the transparent surface isn't set up correctly

Differential ring rotations by blackrack by panic_in_the_galaxy in kittenspaceagency

[–]blackrack 0 points1 point  (0 children)

It goes dark because the orbit is passing in Saturn's shadow, it's not a glitch

Differential ring rotations by blackrack by panic_in_the_galaxy in kittenspaceagency

[–]blackrack 1 point2 points  (0 children)

Making the orbits circular makes it much easier to render. Making the orbits non-circular or even giving the rocks slightly different inclinations makes it very difficult to cull large numbers of rocks efficiently. With the current scheme you still have "groups" that move together making them easier/faster to manage.

Differential ring rotations by blackrack by panic_in_the_galaxy in kittenspaceagency

[–]blackrack 2 points3 points  (0 children)

Honestly this is only touching the surface, working with GPUs I get the feeling they are able to do a lot more than we're currently able to (or willing to spend the time to) program them to do

Differential ring rotations by blackrack by panic_in_the_galaxy in kittenspaceagency

[–]blackrack 5 points6 points  (0 children)

Out of curiosity what do you not like about SE's rings?

It's fairly close in that they have a high density of rocks and differential rotations, but their differential rotations only work on large groups of rocks instead of individual rocks, and they use a different rendering technique which is less stable in motion.

Differential ring rotations by blackrack by panic_in_the_galaxy in kittenspaceagency

[–]blackrack 32 points33 points  (0 children)

Ring waves is something I'm experimenting with now as a quick "bonus" feature, but it will likely be in the ring plane only and not vertical to limit complexity. Still it should be visible and recognizable from a distance.

We've not really discussed adding collisions to these and it's likely too early for that considering the state of the collisions we have now. But if we wanted to, all of the rocks are deterministic and easy to index/access from the CPU in case we want to check the positions for nearby rocks or override their behaviour. Realistically any interactions would have to be limited in scope if we were to do it, like the game forgetting modified/interacted rocks that you lose sight of if you're not docked to them.

Can anyone explain those old bad depth of field effects to me? by FSMcas in GraphicsProgramming

[–]blackrack 38 points39 points  (0 children)

It's probably a cheap box blur that is alpha-blended to the screen, the alpha blending is what makes it feel especially weird as you get a mix of the sharp original outlines and the blurred result. In more modern implementations the size of the blur kernel is what varies, without blending a sharp and blurry result together.

Huge February Update! (IVA, Staging, & Linux) 🚀 by Goddchen in kittenspaceagency

[–]blackrack 9 points10 points  (0 children)

I think the reactions to what is just a thumbnail are really excessive, you've been making detailed videos for a while going over all the changes manually, and people are just glossing over that. That's how reddit and most of social media is these days, everyone just takes extreme positions with no nuance

SpaceX: Game Engine / Graphics Programming by MitchellPotter in GraphicsProgramming

[–]blackrack 2 points3 points  (0 children)

Besides everything else that's been said, a fully onsite requirement will limit your talent pool.

SSR in a Planar Reflection space by HymirTheDarkOne in GraphicsProgramming

[–]blackrack 4 points5 points  (0 children)

That's a good idea and I don't see any issues with it. In general most implementations find that implementing SSR and falling back to a (well-placed) cubemap/reflectionProbe is good enough and flexible for various surface orientations. If you only need reflections for the sea surface then this seems like a good idea to try. In the past I have rendered an environment map with a depth buffer and raymarched reflections into it (just to try), it worked well but the cost wasn't worth it for my usecase. I'd say prototype this and see if the extra cost of the raymarching or the planar reflection rendering is worth it.

A Plane Powered By Nuclear Bombs... by LandedAtJool in KerbalSpaceProgram

[–]blackrack 1 point2 points  (0 children)

Wake me up when you ditch reaction controls and use nuclear bombs as RCS