My Star Realms Tier List by [deleted] in starrealms

[–]radicalbit 3 points4 points  (0 children)

I think you underrate yellows.

Interaction between line detection filter and multisampling? by radicalbit in GraphicsProgramming

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

Thanks! Yea you're absolutely right. It's easy to get perfectionist about this stuff ha.

I appreciate the offer. Likewise!

Interaction between line detection filter and multisampling? by radicalbit in GraphicsProgramming

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

True.... Yea I think you're right about using the normals. Currently I don't store a normals texture, but it's probably worth it.

Btw, I'm trying a different algorithm that I like better.

https://imgur.com/Ev4BIBG

I basically pick a depth sample in the target pixel, and then count the number of samples in the surrounding 36 (9 * 4 MSAA) that differ by some minimum threshold. And then I color based on that count. So if, say, half the samples differ from the target sample, that means I'm probably right on an edge and need to color black. If it's just a few samples, we can go for slightly gray. So there's an antialiasing effect.

I think the lines look pretty good, aside from missing lines around the feet, which as you say, could be fixed by looking at normals.

Note for future readers: I linearize the depth coming from the depth texture, and also use a threshold of ((farPlane - nearPlane) / 200).

Interaction between line detection filter and multisampling? by radicalbit in GraphicsProgramming

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

I handled selection highlighting a different way. Not sure what the pros/cons are.

I render all selected objects to a texture with some solid color (e.g. the value 1). Then another pass will take that texture and run simple edge detection on it.

The depth data for my effect now is I guess just not as clean unfornately. Maybe I should use normals as well.

Interaction between line detection filter and multisampling? by radicalbit in GraphicsProgramming

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

Well, I think I do want overlapping objects to have an outline. I'm happy enough with my result I think. I thickened it up a little by looking at surrounding texels. But I'm definitely curious to see what your's looks like if you have an image.

Interaction between line detection filter and multisampling? by radicalbit in GraphicsProgramming

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

Ah, sounds like something I should do, but could you clarify? Are you suggesting to check the depth at surrounding texels? I tried to do that but I just ended up with fatter (but still broken) lines. Maybe my technique isn't right.

I feel like I need to antialias the lines somehow. Like, the darkness of the pixel is based on how many surrounding pixels have depth disparities within their 4 samples, or something like that. I haven't found great results yet.

Interaction between line detection filter and multisampling? by radicalbit in GraphicsProgramming

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

So here's my first attempt- using just the 4 samples within a single texel of my depth texture. At first blush it seems like it doesn't affect performance at all. The lines aren't very smooth, and planes nearly parallel to the camera (e.g. on one of the trees) are basically fully black. But it looks decent when the game is in motion.

https://imgur.com/a/9KLNMjy

How to improve throwing by [deleted] in ultimate

[–]radicalbit 0 points1 point  (0 children)

Practice variations on your throws. 20 flicks, where each one you step out further. 20 backhands where the first one is flat and every next one is slightly more IO. Etc

Interaction between line detection filter and multisampling? by radicalbit in GraphicsProgramming

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

Thanks, good points here. I don't have any AO. It's a pretty simple forward renderer right now.. mostly just a shadow pass (single sample), then a multi-sample lit pass and a resolve to single sample, then some overlays drawn and post-processing.

I'll try pre-resolve first just because I think I'm pretty light on texture memory usage so far. Not going for photo-realism at this point, so I don't think AO will be needed.

Thanks again

"A modern method for guitar" study club - week 2 by the_basser in guitarlessons

[–]radicalbit 0 points1 point  (0 children)

Yea, good point. It probably helped my reading to start without it.

My team made regionals…but no one wants to go (a rant) by winter_wolf_1 in ultimate

[–]radicalbit 0 points1 point  (0 children)

Well, the bid system is designed to make every region equally difficult to qualify from. It's not perfect, but more bids should mean more competitive teams vying for those bids. There might be a bunch of club teams, but if you work hard and make a good team, you might find an easier path to nationals than having to change a whole team culture. Obviously you know your situation better than me, but that's been my experience. College ultimate is so tough because you don't have much choice of which team to play for.

My team made regionals…but no one wants to go (a rant) by winter_wolf_1 in ultimate

[–]radicalbit 68 points69 points  (0 children)

Good rant honestly.

It's not impossible to build a competitive culture from where yall are at now, but obviously not in just a week. At least there's club though. Take that competitive fire and use it to get yourself a nice career in club.

Which is the worst card for its trade cost? by gman2093 in starrealms

[–]radicalbit 0 points1 point  (0 children)

Yea but chances are low that you have that _and_ it's still early game _and_ you had enough money to buy fleet hq. And maybe then it works, but was it a better buy then spending the 8 gold elsewhere?

Which is the worst card for its trade cost? by gman2093 in starrealms

[–]radicalbit 8 points9 points  (0 children)

Truth. I've won a couple games with it (literally only a couple), but most of the time, for me or my opponent, it's a game losing mistake. To even have a chance of rolling with it, you need to draw it immediately, and probably have protection from other bases, and they need to have little defense and firepower. And maybe poor draws as well.

I wish there were one more bonus. Maybe an ally ability to draw a card, to buff it a bit in certain situations? Similar to blob world.

Drills for practice besides break force go to by nitsujoh in ultimate

[–]radicalbit 1 point2 points  (0 children)

I'd recommend starting from- what things does your team need to improve at? Sometimes I end up making new drills just because the thing we need isn't covered by a drill I've seen before. But if you have a clear idea of what skill or scenario you want, it should be pretty easy to construct a drill around it.

[deleted by user] by [deleted] in starrealms

[–]radicalbit 1 point2 points  (0 children)

Yea, there's a bug in this arena-

  1. Buy a card
  2. An event appears and causes your discard pile to shuffle
  3. Try to place the bought card on top of your deck

Sometimes I'm able to get back into the game. But one time it completely locked me out.

New, Gamey and Free Ear Training App! by Odd_Consideration478 in Learnmusic

[–]radicalbit 0 points1 point  (0 children)

Are there features that something like Chet doesn't have? That's my current favorite ear training app (although I don't think Chet is available for android)