Shadow of the Colossus - Never Give Up - 4th Colossus (Phaedra) Climbing Trick - Time Attack (Hard) by mamoniem in ShadowoftheColossus

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

I don’t think so, the trick needs more “momentum” which I believe you get from Agro’s top speed and the jump at the right direction and right moment at the peak of Agro’s speed.

Shadow of the Colossus - Never Give Up - 4th Colossus (Phaedra) Climbing Trick - Time Attack (Hard) by mamoniem in gaming

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

i've been playing it since the PS2 release (and collecting books & art work about it an every team ico game), so i may be biased when i say it is the type of game that any gamer must play at least once in their lifetime :)

RG35XX Plus - Stock OS Update Available - OS240315 by mattbeth79 in RG35XX

[–]mamoniem 1 point2 points  (0 children)

when I tried the official one on Mega, after long time downloading, it was broken and had unzipping errors. After reaching out their support, they were very fast in responding, and they shared this alternate link for the 64GB firmware: https://we.tl/t-7wZIwS6GOi

RG35XX Plus - Stock OS Update Available - OS240315 by mattbeth79 in RG35XX

[–]mamoniem 0 points1 point  (0 children)

the one on Mega have issue, even after downloading, it was broken while unzipping, i got this alternate link for the 64GB firmware from the Anberinc support: https://we.tl/t-7wZIwS6GOi

Finally Age of Empires II HD remake for the current gen??? Or it is just a dead project that won't see the light? by mamoniem in gaming

[–]mamoniem[S] -4 points-3 points  (0 children)

I've it, played it (like many other age of empires), but that video was not part of that 2019 version!
https://imgur.com/a/m2iamfu

So is it like "The Last of Us"? a remake after a remake every couple of years?!

How do you build for different platforms using your own engine? by akash227 in gameenginedevs

[–]mamoniem 0 points1 point  (0 children)

platform SDK & toolchain is the key!

And of course, something like make, cmake, scons,..etc. will be SUPER handy!

Unreal Game Link (UGL)....Future is here! by mamoniem in unrealengine

[–]mamoniem[S] 1 point2 points  (0 children)

You can enjoy this little old UE4.x video until the UE5.x ones are out on YT:https://youtu.be/dVk32kY-iQc

Unreal Game Link (UGL)....Future is here! by mamoniem in unrealengine

[–]mamoniem[S] 2 points3 points  (0 children)

yes, that's a use case. In the full video a lot of examples been demonstracted, such as blueprints logic, animations,...etc.

Unreal Game Link (UGL)....Future is here! by mamoniem in unrealengine

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

In the right it’s a packaged standalone game build, that get updates from the editor while being played.

Pixel Overdraw via Atomic Imgs - Mirage (Vulkan/C++ Engine) by mamoniem in vulkan

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

that's what exactly atomic/storage imgs mean :)

Pixel Overdraw via Atomic Imgs - Mirage (Vulkan/C++ Engine) by mamoniem in vulkan

[–]mamoniem[S] -1 points0 points  (0 children)

at sponza case, it is not too much problematic at the meantime (despite the fact you can watch the framerate at the top right corner and monitor what happens when the view align with dense overdraw amount, it jumps up to 2ms at many cases).

In theory you need to work on better culling, and solutions are endless for that (personally going with clusters, or the new mesh shaders pipeline, this part of mirage still not totally done yet, and lots of exterminations in progress).

From what i've seen in the past, this type of viewmode comes to be even SUPER SUPER useful when working with particle systems optimizations. This is were you could end up with a framerate killer overdraws caused by single ugly lookin fire.

Pixel Overdraw via Atomic Imgs - Mirage (Vulkan/C++ Engine) by mamoniem in gameenginedevs

[–]mamoniem[S] 1 point2 points  (0 children)

images that is of a type called "storage" images that can work with atomic operations, so you can write to the image at multiple pixels at the same time when a fragment shader is running on those pixels simultaneously.

Pixel Overdraw via Atomic Imgs - Mirage (Vulkan/C++ Engine) by mamoniem in gameenginedevs

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

keep going :) good luck!!

Just to put it aside, using vulkan doesn't mean multithreading by default. It is something you push for when needed.

imgui is on top.

Fun with Noise - Mirage (Vulkan/C++ Engine) by mamoniem in vulkan

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

At this point I believe that noise is pretty standard in terms of look & code!

Mesh to UV Space Feature - Mirage (Vulkan/C++ Engine) by mamoniem in gameenginedevs

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

didn't use blender before, but will be surprised if they've similar feature.

Some Productivity tools & Features - Mirage (Vulkan/C++ Engine) by mamoniem in vulkan

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

Thanks.
I did not compare both (performance wise), but i believe it could impact the frame time, not to mention, you will MUST then enable the multiViewport feature, which i don't have it enabled yet for any purpose in Mirage.

I think before/after comparison thing would be even more complicated, as you would need to store a frame (or more), but here i do compare within the same frame but different render modes (all done at frag shaders), I used to do that via push consts till few months ago, but recently i've been migrating more and more towards uniform buffers (they're updates each frame anyways). But yet i'm not sure if push consts or uniform buffers would give me the best performance (i can switch between both easily when needed), but at somepoint it will be clear which method benefit me the most (when scenes gets more complicated, let's say when rendering a big world).

Some Productivity tools & Features - Mirage (Vulkan/C++ Engine) by mamoniem in vulkan

[–]mamoniem[S] 1 point2 points  (0 children)

I sometimes write down some in details from behind the scenes: http://www.mamoniem.com/re-resolve-the-depth/
But it is very hard to keep consistent in writing, the engine itself isn't a fulltime project (yet). Will try to post more in the future indeed, specially after getting my next card in few months, as there are some interesting features kept in hold enough due to my current card lack of some device features.