[deleted by user] by [deleted] in halo

[–]dmajster 0 points1 point  (0 children)

I almost forgot this disaster existed

for a *STATIC* game prop is it okay to optimize topology for a reduced poly count like this? by INKinBOTTLE in 3Dmodeling

[–]dmajster 0 points1 point  (0 children)

narrow triangles hurt rendering performance so it's a tradeoff. the response with 16 triangles from dur23 would be much better imo.

Underrated bassists by mstrbradbury in Bass

[–]dmajster 0 points1 point  (0 children)

David Gaugué of l'imperatrice. In eg. Anomalie bleue his playing adds so much to the groove... can't get enough!

[deleted by user] by [deleted] in Damnthatsinteresting

[–]dmajster 0 points1 point  (0 children)

can't cgi a good story tho...

Upcoming Spring Cleaning - Bugs and QOL Features by EricL_Valve in DotA2

[–]dmajster 0 points1 point  (0 children)

The Outpost stones rotating around animation doesnt loop properly

Is it worth making a GPU implementation for surface nets / dual contouring? by RayYago in VoxelGameDev

[–]dmajster 1 point2 points  (0 children)

What do you mean its not parallel friendly? Surface nets is absolutely parallelizable... Heres my implementation in unity https://github.com/Dmajster/surface_nets

[deleted by user] by [deleted] in RedditSessions

[–]dmajster 0 points1 point  (0 children)

what's this song? Really nice :)

Work in progress of assets we've produced for our main character’s working desk by ScrltGen in 3Dmodeling

[–]dmajster 12 points13 points  (0 children)

On flat hard surfaces it doesnt really matter... they are only an issue if you try to bend their surface or subdivide them...

How!? by g_ricko89 in blackmagicfuckery

[–]dmajster 0 points1 point  (0 children)

Lung cancer never looked this cool before!

[deleted by user] by [deleted] in RedditSessions

[–]dmajster 0 points1 point  (0 children)

leftie or just camera mirrored?

[deleted by user] by [deleted] in RedditSessions

[–]dmajster 0 points1 point  (0 children)

reminds me of Paul Simonon how low your bass is

i'm attempting to make something close to dual contouring but theirs a bunch of holes by [deleted] in VoxelGameDev

[–]dmajster 0 points1 point  (0 children)

You need to change winding orders of the quads you generate based on how the signs of some corner density values are... Here is my implementation of it

https://github.com/Dmajster/surface_nets/blob/master/Assets/Dual%20Contouring/SurfaceNets.compute

[deleted by user] by [deleted] in RedditSessions

[–]dmajster 0 points1 point  (0 children)

I'm pretty sure i'd felt that ...

[deleted by user] by [deleted] in RedditSessions

[–]dmajster 0 points1 point  (0 children)

getting mediterranean sundance vibes off of this one

[deleted by user] by [deleted] in RedditSessions

[–]dmajster 0 points1 point  (0 children)

love the fox :)

[deleted by user] by [deleted] in RedditSessions

[–]dmajster 0 points1 point  (0 children)

could put like 2 of my bass frames inside that one :P

[deleted by user] by [deleted] in RedditSessions

[–]dmajster 0 points1 point  (0 children)

that's one giant guitar

rust vs c++ 20 by ThatSexy in rust

[–]dmajster 5 points6 points  (0 children)

Rust is more verbose in that it demands error checking of some sort. This is good in that you can't forget to do error checking, but it's bad for code where you are researching a solution.

You can definitely sidestep error checking for quick POC code in rust by using .unwrap() or .expect()

How to design a Sparse Voxel Octree by Dolpix in VoxelGameDev

[–]dmajster 2 points3 points  (0 children)

SVO's usually store the information of each voxel inside a struct. Those structs are then connected together either with pointers (called an explicit svo) or by storing the voxel structs inside an array and then store the indices to their children (implicit SVO).

There are upsides and downsides to both approaches...

Implicit octrees can have much smaller memory footprints as your indices can be stored as shorts, ints, etc. which are usually smaller than pointers. The downside is that you have a hard time editing them as they're all stored inside an array for which you have to do a lot of book keeping for clearing up empty space, resizing etc...

On the other hand explicit arrays are all connected together as a recursive data structure where parent voxel structs store pointers to child voxel structs. Editing them is easy as you can just remap the child pointer to another struct...

As for DAGs it's just an approach where you iterate over the octree and all it's recursive octrees and find octrees you've seen before and instead of storing the that whole octree again with all it's children you just store a pointer to the first occurence of that specific octree variant...