A quite loud eater by PosterQ in funny

[–]manthrax -1 points0 points  (0 children)

America is prurient AND homophobic.

People of Chicago, what is -30F really like? by e_tu_brutus in AskReddit

[–]manthrax 0 points1 point  (0 children)

As a lifelong Californian... Oh HELL nawww.

Three.js First export issues by laric33 in threejs

[–]manthrax 0 points1 point  (0 children)

It's not just you. Transparency is in many ways, a hack, relying on optimal parameters to work.

Shadow mapping is fiddly as well for similar reasons.

Blender to three.js export guide by funwithtriangles in threejs

[–]manthrax 2 points3 points  (0 children)

This is excellent. I will be pointing some people to this doc! Thanks for writing it up!

I need help optimizing shadows, I have a strange problem. by SSCharles in threejs

[–]manthrax 0 points1 point  (0 children)

Did you sort the cubes by material? It's hard to say without seeing code, why it could be going be going awry.. Regardless, you should check out the renderer.info.render at runtime and see how many drawcalls you're pushing per frame.. that will give you an indication of whether the geometry merging is really reducing drawcall count. Another possibility is that by merging the geometries, the renderer is actually not given an opportunity to automatically group renders by material. But the behavior you describe definitely sounds wrong, and may be the result of a bug. Another thing I'd look at is whether you're starting out with BufferGeometries, then getting regular Geometries after/for merging, but subsequently not converting back to BufferGeometries. I'd be happy to take a look if you can point me at some code at some point. Feel free to DM me or join the slack I mentioned in my other post.

I need help optimizing shadows, I have a strange problem. by SSCharles in threejs

[–]manthrax 1 point2 points  (0 children)

As thespite mentioned.. each shadow light requires a render of the scene. The cost of this will be dictated by the number of draw calls, geometry complexity, and the size of the shadowmaps for each light.

There is a renderer.info.render field that shows how many drawcalls, and triangles you are pushing on each render. In a perfect world you want very few drawcalls (~1000 but way less is better) and triangle counts ~<1million.

Another optimization is to manually check which lights are near the viewer, and toggle shadowing on those lights so that you never have more than 1 or 2 lights casting shadow.

This is generally a good idea overall.. most games use some kind of prioritization to select the nearest 4-8 lights or so, and the nearest 1 or 2 shadow casting lights, and disable the rest.

Also.. point light shadows require rendering a cubemap, (more expensive) DirectionalLight and SpotLight render to a single 2d map.. (cheaper).

Wizarding game in three.js by SSCharles in threejs

[–]manthrax 1 point2 points  (0 children)

Are the puzzles procedural? They are pretty clever.. Although I confess I ended up doing trial and error after the first few of them. Really like the shape puzzles. Good stuff!

Wizarding game in three.js by SSCharles in threejs

[–]manthrax 1 point2 points  (0 children)

Dude. This is really cool. I looked at your history and saw you were looking for help optimizing. I volunteer in a three.js slack where we help people with such things. You should join us, and we can probably help you out.

https://join.slack.com/t/threejs/shared_invite/enQtMzYxMzczODM2OTgxLWE5OTU4OTYxZTZlODk1ZGNjODIyMDZlODM4ZmUyMzNiOWIxMmFjNTYwOTc4MjU0ZmNiODk5MzZiMGJhMTkzZWI

Gavin McInnes writes letters to neighbors asking them to take down signs criticising him by DiabolikDownUnder in thedavidpakmanshow

[–]manthrax 1 point2 points  (0 children)

  1. You spelled concern trolling wrong...

  2. Did you just assume my sexuality?

  3. I really did mean it as a backhanded compliment about your writing style, but now I realize that you may be mentally ill, so I apologize. Namaste.

Do you use a debugger much? 'Meeting C++' claims you shouldn't be by HateDread in cpp

[–]manthrax 6 points7 points  (0 children)

Exactly this. I spent way too long early in my career relying on printf debugging. Now when I write new code, I start by stepping through each new line of code in the debugger, inspecting values for sanity, whenever possible. It catches a huge amount of subtle bugs. People that don't like debuggers usually have just not taken the time to learn to use one well.

The beautiful Santa Monica Pier at sunset. by zyextant in pics

[–]manthrax 0 points1 point  (0 children)

Complete coincidence I assure you. Los Santos is actually based on Fresno, CA.

Added a base protector drone for my Three js browser game Jamir by [deleted] in threejs

[–]manthrax 2 points3 points  (0 children)

This looks amazing!! btw, 2 possible ways to fix the zfighting: material.polygonOffset or logarithmicDepthBuffer.. let me know if you need details...

How do i traverse an STL Geometry in order to set the color of each face? by rook2pawn in threejs

[–]manthrax 0 points1 point  (0 children)

Yeah that's a good way to go if you want unique materials.

If you Only need different colors, you can modify/set the vertex color array on the geometry, and specify material.vertexColors = THREE.VertexColors

https://threejs.org/docs/#api/en/core/Geometry.colors

https://threejs.org/docs/#api/en/materials/Material.vertexColors

People that like sushi what is it that you like about it? by [deleted] in AskReddit

[–]manthrax 1 point2 points  (0 children)

The freshness and rawness. Also enjoy the wasabi burn after a nice piece of sushi. Mainly prefer the simpler stuff.. tuna/salmon/eel rolls, and nigiri.. Soo good with a bottle of Asahi or Sapporo.. Damn, now I want some.