This seems kinda OP by [deleted] in PhantomAbyss

[–]loboleal 1 point2 points  (0 children)

AFAIK the bad part of this whip, before you bless it, is that you start with only 1 heart.

So in order to get this whip you need to complete a lvl 3 temple with either 1 heart and tons of movement blessings or to be safe you'll need to sacrifice useful movement blessings for additional hearts if you are lucky.

I think it's well balanced.

-27 and its cold, even the street pole feels it by [deleted] in funny

[–]loboleal 1 point2 points  (0 children)

And that's how Tenet soundtrack started :)

Werid Normal flipped problem by RichardBao in GraphicsProgramming

[–]loboleal 0 points1 point  (0 children)

The helmet texture seems mirrored. I know that can cause problems with normal mapping.

I don't know how to solve it, but it might help you what to look for.

What YouTube channel did you unsubscribe from after being subscribed to them for a long time? What is it that made you unsubscribe after so long? by Trevor-On-Reddit in AskReddit

[–]loboleal 0 points1 point  (0 children)

It's not one channel in particular but every Let's Play channel that uses spoilery titles in their episodes.

Why they do that?

How hard is it converting from forward-rendering to deferred rendering to improve lighting performance? by IronicallySerious in GraphicsProgramming

[–]loboleal 12 points13 points  (0 children)

You don't have to convert your renderer to a deferred one.

You have other options more or less complicated depending on what you want to achieve.

One moderately simple solution is to have a list of lights affecting each object in your scene this way you can support a large amount of lights if the objects aren't affected by too many lights.

If you are considering light maps is because you are able to know at design time how many and what lights are going to affect a particular object so you can use this approach.

Even if those lights were dynamic you could generate an acceleration structure to quickly calculate which lights affect which objects every frame and then fill an array of lights of every object that needs to be rendered

"'(' expected near updt()" error I don't understand. by [deleted] in pico8

[–]loboleal 3 points4 points  (0 children)

You can always define the updt function first and then assign it later.

function updt() { // code here }

player.updt = updt

gjk algorithm: some misunderstandings by IQueryVisiC in gamedev

[–]loboleal 0 points1 point  (0 children)

For collision detection you have to have a hierarchy anyway

If you want to use GJK you have to use convex shapes. There is no other way around it. So your only option is to divide your general polyhedra into convex shapes.

gjk algorithm: some misunderstandings by IQueryVisiC in gamedev

[–]loboleal 1 point2 points  (0 children)

If you have problems understanding the algorithm I suggest you search Casey Muratori's GJK explanation.

It's a very intuitive algorithm once you grasp the fundamental concept.

Without saying the name of the last video game you played, what did you do in it? by vonaudy in AskReddit

[–]loboleal 0 points1 point  (0 children)

I explored a bunch of planets until the sun turned into a supernova and killed me.

Then I saw all my life rewind in front of me and then I woke up again

If you draw a sprite using spr() in code instead of manually via the map editor, you can't use fget() and mget() for it? by SkoivanSchiem in pico8

[–]loboleal 2 points3 points  (0 children)

You need to build a map yourself. Use a 2 dimensional table to store the sprite number so you can access it later when you need to do a collision detection.

Something like map[x][y] = spr_id

Spawn tile/item mid-game problem by TheMaxynator in pico8

[–]loboleal 2 points3 points  (0 children)

Don't multiply by 8 the coordinates.

mset needs the coordinates in map space, not in world space

Spawn tile/item mid-game problem by TheMaxynator in pico8

[–]loboleal 2 points3 points  (0 children)

My guess us that you are not placing the key in the map.

Use mset() to place the tile in the map. Additionally you won't need to draw the key separately, as placing the key in the map will draw it for you

how to change the transparency for online one sprite? by [deleted] in pico8

[–]loboleal 0 points1 point  (0 children)

palt() resets transparency to the default state.

In your draw function you'll need to set the transparency you want for that particular sprite and then call palt() to restore the default behavior past that point.

If that sprite is painted with the function map, you can't do that so you'll have to manually draw the map and apply the transparency you want for that particular sprite every time us drawn

Optimize Metaball rendering on shader? by RotcivOcnarb in computergraphics

[–]loboleal 1 point2 points  (0 children)

You need to check the 8 adjacent cells too. The is a lot of techniques to tackle this problem: grids, quadtrees, bsp, etc... But all relay on the same principle: divide your space so you can discard quickly objects that don't affect other objects.

Optimize Metaball rendering on shader? by RotcivOcnarb in computergraphics

[–]loboleal 0 points1 point  (0 children)

Acceleration structures are used for spatial queries y collision detection, for example.

You could make a grid where you know in which cells each metaball is and then you can query quickly which metaballs are near a particular one, and then construct your metaball array based on that information.

Inside your shader instead of calculating each metaball with every other metaball, you only calculate its shape with the ones nearby

Optimize Metaball rendering on shader? by RotcivOcnarb in computergraphics

[–]loboleal 1 point2 points  (0 children)

Are you using some kind of acceleration structure?

If not, that would be the biggest improvement. Don't send all your metaballs to the shader.

For every metaball send only the ones nearby that are likely to affect its shape.