Search found 63 matches
- Fri May 17, 2024 2:22 pm
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 70
- Views: 13407
Re: Friday Facts #411 - All about asteroids
The metal asteroids don't look right... It looks like you used the specular lighting for di-electric materials (input color * absorbtion factor = output color) instead of the correct formula for metallic (input * material color = output color). For metallic , both diffuse and specular use the materi...
- Sat May 11, 2024 9:43 am
- Forum: News
- Topic: Friday Facts #410 - Rocket turret & Target priorities
- Replies: 111
- Views: 21025
Re: Friday Facts #410 - Rocket turret & Target priorities
One step we are missing in this regard is actually a detection device which would enable/disable turrets based on the presence of enemies in range. This would be absolutely awesome to handle idle turret power consumption! I'm pretty certain that Radar buildings will actually provide that as a read-...
- Sat Apr 13, 2024 9:03 am
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 153
- Views: 28499
Re: Friday Facts #406 - Space Age Music
The first undiscovered planet theme sounds like some jumping frogs. May be a swamp with new jumping biters. The second sounds aerial. My guess is something like flying islands from Avatar. Am I missing something? I only see one "undisclosed" planet theme song. Where is the 2nd one? I just...
- Fri Jan 12, 2024 4:44 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 231
- Views: 59911
Re: Friday Facts #393 - Putting things on top of other things
Is it just me or does the second to last animation have two states? It seems to move half the time and stay still half the time. No, you are correct. You need at least 3 distinct frames in a loop to form a sense of motion. This one moves all the items 50% of their width (including the negative padd...
- Fri Jan 12, 2024 4:24 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 231
- Views: 59911
Re: Friday Facts #393 - Putting things on top of other things
Is it just me or does the second to last animation have two states? It seems to move half the time and stay still half the time. No, you are correct. You need at least 3 distinct frames in a loop to form a sense of motion. This one moves all the items 50% of their width (including the negative padd...
- Fri Jan 12, 2024 4:19 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 231
- Views: 59911
Re: Friday Facts #393 - Putting things on top of other things
Just checked, the video already IS 60fps. So this is already just as bad as it would appear ingame. 30 items per lane and second. So at 60fps, there is no sense of direction at all. And for anyone not achieving a fixed 60fps, this would actually be much worse. The only sane way to resolve this, woul...
- Fri Jan 12, 2024 3:27 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 231
- Views: 59911
Re: Friday Facts #393 - Putting things on top of other things
I have to honestly say that the 60ips belt is absolutely unwatchable, both with items on it and without. I literally hurts my eyes and not in a good way. Because the GIF is only 24fps or less, I suppose? It's skipping half the frames, and items are jumping much further than they should. And it's al...
- Fri Jan 12, 2024 3:21 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 231
- Views: 59911
Re: Friday Facts #393 - Putting things on top of other things
I have to honestly say that the 60ips belt is absolutely unwatchable, both with items on it and without. I literally hurts my eyes and not in a good way. Because the GIF is only 24fps or less, I suppose? It's skipping half the frames, and items are jumping much further than they should. And it's al...
- Fri Jan 12, 2024 3:12 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 231
- Views: 59911
Re: Friday Facts #393 - Putting things on top of other things
To be honest: With stacking in place, "fully packed" belts just look awful and cluttered at this point. Especially when traveling vertically. It's just "colored pixel soup" at this point. You also appear to have gotten unresolved issue with the geometry of the undergound belt ent...
- Sun Dec 24, 2023 5:28 am
- Forum: News
- Topic: Friday Facts #390 - Noise expressions 2.0
- Replies: 72
- Views: 19208
Re: Friday Facts #390 - Noise expressions 2.0
I want to learn more about this noise: noise.png That had been explained in the post - it's the term "0.1 - abs(perlin() - 0.5) > 0" to form those rivers in the spots where the gradient in the original noise goes through 0. First constant controls the width of the pathways, second constan...
- Sat Dec 23, 2023 9:04 pm
- Forum: News
- Topic: Friday Facts #390 - Noise expressions 2.0
- Replies: 72
- Views: 19208
Re: Friday Facts #390 - Noise expressions 2.0
I even considered using an external grammar tool which would generate the parser, but I didn't think it would be worth the time to learn using it and the produced code would likely be suboptimal. In the end, I decided to go for an in-house solution. You really should have given the classic Flex+Bis...
- Fri Nov 10, 2023 5:10 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 331
- Views: 62672
Re: Friday Facts #384 - Combinators 2.0
What exactly is it supposed to mean when I check both "G" and "R" checkboxes on an input in the first place? It it: The sum, the minimum, the maximum or a random choice I get as a signal? For real, this not intuitive to grasp when the default is to implicitly perform a sum operat...
- Sat Jul 25, 2020 8:38 pm
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 48608
Re: Friday Facts #357 - Nuke
A couple of things about the nuke animation: It looks like not only spread speed, but also decay was slowed down for particles moving vertically. Resulting in crescents which are over-emphasized. If you already have a core damage zone, then you should maintain the mushroom cloud for a couple more se...
- Wed Jan 29, 2020 6:14 pm
- Forum: Technical Help
- Topic: [0.18.1] Invalid packet (type ConnectionRequestReply)
- Replies: 9
- Views: 3438
Re: [0.18.1] Invalid packet (type ConnectionRequestReply)
There was the suspicion that we brought the server into that state by use of excessively sized blueprints. An issue I could observe as player was that using an upgrade planer to upgrade more than 256 entities (all of them same type) in a single drag&drop action resulted in instant disconnect for...
- Tue Jan 14, 2020 6:42 am
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 36473
Re: Friday Facts #329 - Campaign reassessment
What stuck with me in the old campaign, and that I can remember vividly even now, was coming across a ruined factory. There were still a number of buildings standing, but power was dead and a lot of the assembly line had been destroyed. That type of hand-holding is great for some players, who like ...
- Sun Dec 08, 2019 8:41 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 48937
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
Now take 32 bits for ID (not 64B for a pointer), 18 bits for X and Y, and 4 bits for state, so 9 bytes for entity. That means 7 entities per cache line, 15 lines in total. Profit. That math is far off, unfortunately. Unpacking bit-packed structures like that is not free. Especially not if placed on...
- Sun Dec 08, 2019 6:55 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 48937
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
I speak about linear memory, not about pointers. But you still don't get any "smart" memory layout for them, usually just a heap per type. No such grouping or clustering as you suggested. Why not? I don't understand. You can have any number of forks grouped according different access rule...
- Sun Dec 08, 2019 5:16 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 48937
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
I speak about linear memory, not about pointers. So did I. Except you don't replicate data back to the main entity. Once it's forked off to a component, data is stored only in that component and no longer directly embedded in the owning entity. Said isolated components exist in linear memory with o...
- Sun Dec 08, 2019 4:08 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 48937
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
When talking about parallelization, if the tasks are indeed independent, why would they be competing for memory access? Because memory access is the bottleneck. [...] I have an idea. Entities could have duplicated data: one regular structure for all entity data, and reduced copy containing only few...
- Sat Dec 07, 2019 8:41 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 48937
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
https://i.imgur.com/AHd8pPt.png In other words, the pixels near the edge of sprites seem randomly scattered, and within the sprite frame-to-frame movement also results in a lot of random scattering of individual pixels, as opposed to smooth movement of larger regions. This phenomenon is both ugly a...