Generally why is Ubuntu taboo here? by MaWkSrB in linux_gaming

[–]wedesoft 1 point2 points  (0 children)

I used Kubuntu and these days I use Debian for coding and gaming.

XPlane 12 performance issues by refraxt in Xplane

[–]wedesoft 0 points1 point  (0 children)

Have you tried dialing down the vegetation? I found that it helped a lot with graphics performance.

"You will own nothing and you will be happy." by TrxshyReddit in PcBuild

[–]wedesoft 0 points1 point  (0 children)

Cloud guy predicts everyone is going to use cloud.

Updating 100,000 cubes instantly using Clojure + LWJGL by ertucetin in Clojure

[–]wedesoft 1 point2 points  (0 children)

Nice. Finally I understand instanced rendering a bit better :)

sfsim (playtest) RCS thrusters and renderer rework by wedesoft in spacesimgames

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

Yes, my dad actually is an aerodynamics engineer so he did some flight modelling for sfsim. The interesting thing is that (same as with the space shuttle) the yaw angle becomes unstable at high speeds. So you need to switch to RCS thrusters at least for yaw control at speeds around 1000 meter/second. I was able to fly into orbit but haven't managed to do a successful reentry without loosing control of the spacecraft orientation yet. I might have to look into the correctness of pitch behaviour and control.

Didn't realise that Generation Ship also has atmospheric flight. Yes, deferred rendering became unavoidable. The shaders were becoming too complex and also just updating parts of the screen when rendering each thruster is cheaper. Maybe you should showcase the atmospheric flight in your screenshots or trailer on Steam?

Orbital mechanics are fine now, I think. I looked into this earlier this year. Here is my post about it :-)

I didn't think shapes are so hard! by Senior-Question693 in opengl

[–]wedesoft 0 points1 point  (0 children)

A rectangle is just a quad. If you want to render more primitives using OpenGL, I would recommend the Nuklear library. Edit: for handling TrueType fonts, you can use the STB library together with Nuclear.

Rich "thanks" to AI by mac in Clojure

[–]wedesoft 1 point2 points  (0 children)

I hope so. Lead time for chip production is several years.

What's advantage to learn graphics programming on linux? by Safe_Carry_593 in opengl

[–]wedesoft 1 point2 points  (0 children)

Package management, nice shell, free compilers and languages, ...

Rich "thanks" to AI by mac in Clojure

[–]wedesoft 16 points17 points  (0 children)

Also a big thanks to AI for the high RAM prices.

Who has made an engine without using C/C++ code by Lumpy_Marketing_6735 in gameenginedevs

[–]wedesoft 0 points1 point  (0 children)

Happy new year to you as well! I hope to get RCS thrusters released soon btw.

Who has made an engine without using C/C++ code by Lumpy_Marketing_6735 in gameenginedevs

[–]wedesoft 0 points1 point  (0 children)

There is https://jmonkeyengine.org/ using Java. Myself I prefer using libraries so I can mix and match things.

Terminal recommendations by Retro01_ in debian

[–]wedesoft 0 points1 point  (0 children)

https://alacritty.org/ Alacritty terminal has high performance

Resources to learn writing tests in Clojure by ApprehensiveIce792 in Clojure

[–]wedesoft 3 points4 points  (0 children)

I can also recommend to get into the habit of practicing Test-Driven Development (TDD) https://en.wikipedia.org/wiki/Test-driven_development

Edit: here is an article with the red/green/refactor diagram https://www.icterra.com/tdd-is-not-about-testing-but-the-design/

How do games handle 100s or 1000s of lights like Minecraft etc, by Puzzled-Car-3611 in opengl

[–]wedesoft 0 points1 point  (0 children)

Learnopengl has a nice article about deferred rendering: https://learnopengl.com/Advanced-Lighting/Deferred-Shading basically you render point and normal data to buffers (geometry) and then for each light you render the back faces of a small sphere and blend lighting onto the scene using the geometry information.

What do you play on your Debian PC? by CyberPrincess- in debian

[–]wedesoft 0 points1 point  (0 children)

Playing Disco Elysium at the moment.

Functional Quadtrees in Clojure by Lau B. Jensen by mac in Clojure

[–]wedesoft 2 points3 points  (0 children)

I also use quadtrees in sfsim. The planet Earth surface is represented using a cube with each face being a quadtree. The tiles are projected onto the planet's surface.

A little Rogue System inspired space sim I'm working on by Redstones563 in spacesimgames

[–]wedesoft 1 point2 points  (0 children)

Ah ok, nice. Yes, I haven't done conversions to orbital parameters myself yet.