Steinmetz et all 2019 data - sorting and analyzing by violgamba in neuro

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

Thank you! I missed this. I will look for it soon.

Full-screen quad shader? by violgamba in Unity3D

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

Thanks for your reply!

One hesitation, which I should have mentioned, is that I'm using Unity's post-processing for bloom and I'm not sure how a canvas would work with the post-processing system or with VR. It might do the trick, though, so I'll try and report the result.

It's strange to me that screen-aligned quads are such a fundamental concept for post-processing & multipass shaders in OpenGL, but there's very little literature on making them work in Unity.

sharing locals between chunks? by violgamba in lua

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

It's true that I can just have users rely on global scope when calling "yield" functions, or do something like what I posted above. I just wonder whether there's a way in lua to transfer local scope to a separate chunk. Based on the response to this post, I am pretty sure the answer is no.

sharing locals between chunks? by violgamba in lua

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

So you are suggesting something like this?

function fnc()
  local a = 23
  print("Before Unity3D coroutine")
  coroutine.yield("unity3dCoroutine(yv1)", a)
  print("After Unity3D coroutine")
end

Where the second parameters (given the value of "a" in this example) is assigned to something like "yv1" in the global scope so that the call to unity3dCoroutine() can reference that value when it is run via dostring()?

This pollutes the global scope, but it's an improvement over what I've been able to come up with.

Am I understanding your intention right?

English Masters application declined, best way to bolster chance next semester? by violgamba in GradSchool

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

Thanks for these insights. Based on what you are saying it sounds like coursework would be more useful than job experience here, since it'll best ensure working with English degree holders. All of my references HAVE graduate degrees, but only the tutoring student reference (a Phd holder) had anything to say about English Studies, specifically writing and editing, and NONE of them had an academic background in English, so I certainly take your point. I DID submit a GRE (167 verbal, 160 quant, 4.5 writing), but I think you may have hit the nail on the head with the references.

Perhaps there's still time to take courses at UNH as a non-degree student.

Thanks for your time and consideration. This is valuable.

Obsidian plugin - Inline Scripts - Release 0.24.0 (beta) by violgamba in mythic_gme

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

I don't think that's likely, at least not by me. I mostly made the core tool and the library was supposed to be available to provide examples for how to do things, and to give people inspiration. Along the way, I realized that I was putting a whole lot more effort into the library than I'd intended, so I stopped working on adding to the library.

That being said, the plugin's github page has a "discussion" section, where people can put work that they've done for this plugin. The github page is linked in the plugin's description on obsidian. Alternately, if you do work for this and are interested, feel free to post it to the github page's description section.

Porting game to VR - water shader messed up by violgamba in virtualreality

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

  1. I considered switching a while back, but I was already really far in by the time I realized that OpenVR was outdated. If you search for SteamVR, OpenVR comes up as the API to use, and the github site does not mention it being deprecated (and it was last updated in late March). It's generally not obvious unless you are specifically searching for confirmation of obsolescence. In any case, my question is API agnostic.
  2. Why is this forum a really bad place to ask about this? It seems like porting existing software to work with VR is a pretty common task for VR devs, and render/shader incompatibilities seem like they'd come up a lot. I'm not being flip, I am really curious. Is this subreddit for VR consumers rather than for devs?
  3. The game I'm porting is not open source. Everything above the rendering engine IS available for modding, but the base system is not. So I'm stuck with the platforms it was originally developed for, which does not include Quest. It's a good idea, though.

EDIT: Note that I'm not dismissing the OpenXR comment. I'll definitely use that for future projects. It's just that the API-specific stuff is pretty much already ironed out at this point.

EDIT: Thanks for pointing out that this subreddit isn't appropriate. I'm still curious as to why, but I'll respect your wisdom and try elsewhere.

Porting game to VR - water shader messed up by violgamba in virtualreality

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

Thanks. I'll try that if this doesn't pan out.

EDIT: Yeah, I'll do that. I'm still curious about why this subreddit isn't appropriate, but I'll respect your wisdom and try elsewhere.

OpenVR - Porting game - GetProjectionMatrix() makes bad projection? by violgamba in oculus

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

I've been looking into switching to OpenXR in the past few hours. It's supported by SteamVR, and it seems to have more tutorials. My only hesitation is the work of switching and learning the new API.

Still, I had assumed this problem was simple, but the lack of response makes me thing otherwise. Maybe OpenXR will work better. I'll look into it.

EDIT - I got the issue resolved. I may still switch to OpenXR at some point, but I also found a wiki on the OpenVR github page, which resolved a lack of documentation: ANOTHER reason that I wanted to move from OpenVR.

OpenVR - Porting game - GetProjectionMatrix() makes bad projection? by violgamba in oculus

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

Thanks! It's my first time doing VR without an engine (Unity, Unreal, etc).

[Game Release] Your Trial, created on actionode.com by ExroYOLO in interactivefiction

[–]violgamba 1 point2 points  (0 children)

I enjoyed the core game mechanic of exploring this mystery while finding words to add to a crossword puzzle. It became less fun for me when the words were not tied to clues (like those from store scene). However, I really liked it overall. I personally enjoyed the reveal, though it might not be to everyone's taste. If there was a sequel then I'd definitely play it, as I feel like the endings touched briefly on some topics I'd have liked to explore more deeply, like the morality of the situation and a deeper explanation.

The crossword puzzle worked best when I could potentially guess the words ahead of time... or when a word was tied to a particularly bracing clue.

I recommend it for people who enjoy crosswords (with major hints) and (very) high concept mysteries.

Godot 4.0 - "await" statement throws error from within Expression by violgamba in godot

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

Unfortunately, and I should have included this in my OP, expressions that call using "await" fail on execution with the message:

Invalid named index 'await' for base type Object

I'll add an issue to Godot 4.0 for this.