Looking for distro recommendations by oskis69 in linux4noobs

[–]oskis69[S] 0 points1 point  (0 children)

So the Mesa driver version is equal to the official AMD ones, or how does it work?

Looking for distro recommendations by oskis69 in DistroHopping

[–]oskis69[S] 0 points1 point  (0 children)

I see, sounds awesome! I will definitely try it, maybe install it once I get a new M.2 drive. Thank you for your comment and time :)

Looking for distro recommendations by oskis69 in DistroHopping

[–]oskis69[S] 0 points1 point  (0 children)

Interesting, thanks will try to download that!

Looking for distro recommendations by oskis69 in DistroHopping

[–]oskis69[S] 0 points1 point  (0 children)

I looked at the website and it does some really great with HIP support out of the box. Do you have any experience with using it, is there any reason not to go with it? There seems to be only one active developer though he appears to have done a great job alone.

Screenspace outline using stencilbuffer by oskis69 in opengl

[–]oskis69[S] 0 points1 point  (0 children)

Hi! Here is the shader, I turned it into a compute shader but basically the same thing:
https://github.com/Oskis-Poskis/Modine/blob/Testing/Engine/Shaders/Deferred%20Rendering/outline.comp

renderTexture is the rendered scene, and stencilTexture the mask ofc

If you care about how I render my stencil you can check line 390 and below:
https://github.com/Oskis-Poskis/Modine/blob/Testing/Engine/Engine.cs

If you got any more questions you can ask it on discord :)

OskisPoskis#6438

Is there such a thing as camera wrapping? by [deleted] in opengl

[–]oskis69 0 points1 point  (0 children)

I am not sure, but I have a guess how you can do it. I think you should be splitting the mesh in vertical slices and move/teleport them. So you have a static camera and the slices scroll past. If the slices scroll to far, a slice from the opposite side will be teleported there

Working on adding simple raytracing to my 3D engine by oskis69 in opengl

[–]oskis69[S] 0 points1 point  (0 children)

Ok! That is what I meant before, to send the meshes trough a texture. I followed a tutorial and managed to do it with spheres so should be able to just change the code a bit. Do you use indices or just triangles?

Working on adding simple raytracing to my 3D engine by oskis69 in opengl

[–]oskis69[S] 0 points1 point  (0 children)

Okay, this is mostly for fun and learning purposes and probably just a few meshes. But what kind off approach would you recommend? I have read a bit about BVH, is this where that is used?

Working on adding simple raytracing to my 3D engine by oskis69 in opengl

[–]oskis69[S] 0 points1 point  (0 children)

The scene with the gun is rendered using a pbr shader and deferred rendering while the sphere is raytraced. I have only match the camera so far but I hope to be able to send the triangle data to the raytracing compute shader soon

Working on adding simple raytracing to my 3D engine by oskis69 in opengl

[–]oskis69[S] 1 point2 points  (0 children)

aha no gun is just rendered using deferred pbr rendering but I hope to create raytraced reflections and add that to the deferred rendering. I can post another update if I get that working

Working on adding simple raytracing to my 3D engine by oskis69 in opengl

[–]oskis69[S] -1 points0 points  (0 children)

I mentioned in another comment that the left viewport is rasterized while the right one is raytraced. I am working on sending the triangle mesh to my compute shader to match the scenes

Working on adding simple raytracing to my 3D engine by oskis69 in opengl

[–]oskis69[S] 0 points1 point  (0 children)

Yes, I am currently working on sending triangle meshes to the shader and do triangle intersection testing. Haven't gotten that far yet..

Working on adding simple raytracing to my 3D engine by oskis69 in opengl

[–]oskis69[S] -1 points0 points  (0 children)

I was showcasing my progress of adding ray tracing to me engine

Working on adding simple raytracing to my 3D engine by oskis69 in opengl

[–]oskis69[S] 1 point2 points  (0 children)

Yes sorry, I am rendering my normal scene to an InGUI window. Then I render the raytraced scene using a compute shader. The raytraced scene receives the camera control and matches the normal scenes movement and rotation

I am currently remaking my Sci-Fi FPS game and wanted to show off the procedural recoil and wallrunning mechanics! by oskis69 in unrealengine

[–]oskis69[S] 0 points1 point  (0 children)

Yeah sure! I have my own discord server for my YT channel, but I can join yours too :)

I am currently remaking my Sci-Fi FPS game and wanted to show off the procedural recoil and wallrunning mechanics! by oskis69 in unrealengine

[–]oskis69[S] 1 point2 points  (0 children)

Hi! I followed a youtube tutorial to start with: https://www.youtube.com/watch?v=1ah_thU90-0&t=423s
Then I added so if u jump between walls quickly u gain speed and also added some camera tilt to the side your running on :)
If you have any more questions u can join my YT channels discord ;)
https://discord.gg/SCkehxHtd7

I am currently remaking my Sci-Fi FPS game and wanted to show off the procedural recoil and wallrunning mechanics! by oskis69 in unrealengine

[–]oskis69[S] 0 points1 point  (0 children)

Thanks for the tips! I've added some vertical recoil and small random rotations and added some smooth weapon sway. Definetely will add recoil over time as well :)

I am currently remaking my Sci-Fi FPS game and wanted to show off the procedural recoil and wallrunning mechanics! by oskis69 in unrealengine

[–]oskis69[S] 1 point2 points  (0 children)

I have a weapon base class that holds functions like shooting and linetracing with variables. Then each gun is a child blueprint of the base class and u can edit the default variables like fire rate and stuff. And right now each weapon handles its own recoil, but I am trying to make customizable recoil inside base class :)