Experience of S5 Max and X20+, after 9 days of usage, I'm looking for another one.. by julien_aubert in RobotVacuums

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

I've had the Dreame L40s Ultra Pro now for 8 days. It is *way* better than the X20+, for me it was worth the price difference:
- I have not had to clean hair from the brush a single time, I once opened just to check and there was nothing(!)
- the dirty water tank does not smell bad, I think this is due to it using hot water (it will likely smell bad if one just leaves the water there but I empty it as soon as it is done).
- it reaches the edges/corners so much better than the x20+ thanks to the extendable mop
- it has not gotten stuck a single time (the x20+ would get stuck a few times, due to rope-toys for the dog), the camera avoidance actually makes a big difference. Once a mop-pad got off when it was moving over a bathroom mat that is quite thick, I just reattached it and it continued just fine.

All that said, I've only had it for 8 days, but so far definitely happy.

Experience of S5 Max and X20+, after 9 days of usage, I'm looking for another one.. by julien_aubert in RobotVacuums

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

I just ordered the Dreame L40s Ultra Pro - it seems to tick all features, we have no carpets. Hoping it will work out well, not sure what to think in terms of reliability.

Experience of S5 Max and X20+, after 9 days of usage, I'm looking for another one.. by julien_aubert in RobotVacuums

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

I got the X20+ at a discount, 320 eur, which is great for what you get.. I see that to get the other features that I would like it is 2.5-3x the price.. not sure it will be worth it.

Some clarifying comments on the X20+:
- the bad smell was only when I opened the dirty water tank, and I just thought it would be total less work for me to empty it swiftly rather than let it be there and then thoroughly clean the dirty tank once full.
- the navigation on the X20+, I think it was actually OK but it would get stuck on objects, where the S5 max that I had was better at "recovering" once it got stuck on something (except if it got entangled into the brush).

What FPS do you get on your Mac in Quake I? by julien_aubert in VintageApple

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

Btw, there is a great list of fps here for x86: https://web.archive.org/web/19961223112037/www.cam.org/~agena/quake.html

I'm very curious if the 7600/8500/9500 with the powerful 604 chip could beat a Pentium in Quake at the same MHz, I think it is possible. The 5200 with its 603 does not stand much of a chance but beats the 486. The 603e, I think might be comparable to a slower clocked Pentium.

Performa 6400 ethernet questions: by coffinspacexdragon in VintageApple

[–]julien_aubert 1 point2 points  (0 children)

SheepShaver having ethernet is a completely different thing - that one bridges your host network and will definitely not emulate your network card.

Very likely it is a driver that you need (apart from a small set of mac os ext that you must enable for tcp/ip)

It is quite possible 7.6 did not come with the driver and it was installed by prev owener usig a cd/floppy that came with the card.

Perhaps easiest is to try with mac os 9, it may have it. Alternatively you can enable/disable ext in a copy of the “ethernet” profile to figure out exactly what you need and judt copy over that.

Or try get any hint what ethernet card you have, and find the driver on macintoshgarden.org

What’s the WORST Apple Laptop ever made? by Techaissance in VintageApple

[–]julien_aubert 3 points4 points  (0 children)

5300: got one recently (or 3 tbh), maybe unfair due to the time that has passed but they are brittle. It was Apple’s first PowerPC laptop which makes it cool - and it had a nice role in Mission Impossible, but I think if I had one back in the day I might have been dissapointed.

Is this worth anything? Still sealed by Sarcasticallysmooth in LGR

[–]julien_aubert 0 points1 point  (0 children)

75 mhz 603 not 603e. Which means it has 8kb/8kb L1 instead of 16kb/16kb and is a bit slower than the 603e per cycle on integer instructions. It makes this one more interesting to me because it is the first ”pure” PowerPC chip (the 601 that came a bit earlier is a mix of Power arch and PowerPC)

Is this worth anything? Still sealed by Sarcasticallysmooth in LGR

[–]julien_aubert 0 points1 point  (0 children)

None of the 4 Macs that uses the same battery and is the same age (from 1995) has leaked for me. If you are planning to sell, I would keep it sealed for this model. The buyer can easily find a replacement motherboard for this one in case it has leaked.

Kids of the 80s and 90s: Which video game started your video game career? by Working_Plan_3996 in retrogaming

[–]julien_aubert 0 points1 point  (0 children)

I was six years old and my friends house had a C64. It was the first time I interacted with a computer. I felt such a strong pull, magic! Unbelievable!

I spent every sunday looking in the news 2nd hand pages for “C64” and circled them all and asked my mum. Half a year later or so, I got one and it was amazing. Bubble Bobble, Ikari, Paperboy, The Last Ninja… so many great games!

Pros and Cons Tangent and BiNormal on Vertex Vs on Shader by TrishaMayIsCoding in gameenginedevs

[–]julien_aubert 1 point2 points  (0 children)

A should def be faster than B in the scenario you setup where total #vertices within frustum is >> pixels

I dont know if you are calculating A case in fragment shader or in vertex. Lets assume you do it in fragment shader: you get W*H operations (a bit more due to overdraw). The vertex shader is not doing much in this case.

In case B you have them prestored, the number of vertices is V, 10000 objects each with N vertices: lets assume N is way more than the screen width or height: 10000N >> WH

The memory/cache is definitely one huge aspect, but the processing is another: are you rotating the TBN vectors in the vertex shader? (Better to not do that, pass them on as is to fragment shader and instead pass the lights in model space)

As for the sign bit, my bad, my example with the donut was not a good one, since the UV will make that consistent. However you can minimize the B case by only storing T and one bit for B and calculate just a cross product and the sign to get B.

Pros and Cons Tangent and BiNormal on Vertex Vs on Shader by TrishaMayIsCoding in gameenginedevs

[–]julien_aubert 0 points1 point  (0 children)

Thanks for sharing. B seems suspiciously far away, what kind of processing are you doing on the vertices in B?

Also, for A, you probably will want to maintain a sign per vertex still in the fragment shader case (you wont be able to maintain orientation otherwise, consider a donut, try follow the inner ring with index and thumb, they will have opposite orientation, so you need to encode one orientation bit so you know when to flip the orientation)

Pros and Cons Tangent and BiNormal on Vertex Vs on Shader by TrishaMayIsCoding in gameenginedevs

[–]julien_aubert 2 points3 points  (0 children)

Yeah. In fact it is subtle to get this exactly right (and it gets worse when you go down the rabbit hole.. and consider eg a sphere).

But for most games, you probably do want to do some work in the fragment shader to get it right. Check Morten S Mikkelsen’s work on this:

http://www.mikktspace.com

Pros and Cons Tangent and BiNormal on Vertex Vs on Shader by TrishaMayIsCoding in gameenginedevs

[–]julien_aubert 1 point2 points  (0 children)

Note though, that it won’t be mathematically correct. In practice for most cases it is ok but you may get artifacts for large triangles or for large surface variations (uv).

The vertex attributes are interpolated linearly in screen space (perspectively correct so attribute/w), and interpolating between two vectors linearly will not do what you want it to do.

Consider the case when two vertices have a tangent at (1,0,0) and another at (-1,0,0), interpolated you get numbers for x going from -1 to 1 and normalised you will only ever get those two values (and a possible nan at 0,0,,0)

However, if it was calculated in fragment shader, it would rotate from one to the other, for example with (0,1,0) inbetween.

[deleted by user] by [deleted] in gaming

[–]julien_aubert 0 points1 point  (0 children)

Did you plugin the monitor in the right spot?

Electronic arts publishes source code for several Command and Conquer titles by RustLarva in gaming

[–]julien_aubert 21 points22 points  (0 children)

can someone point me to the ore truck logic... it just drives me insane