Search found 61 matches

by Ext3h
Sat Apr 13, 2024 9:03 am
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 149
Views: 18176

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...
by Ext3h
Fri Jan 12, 2024 4:44 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 45781

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...
by Ext3h
Fri Jan 12, 2024 4:24 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 45781

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...
by Ext3h
Fri Jan 12, 2024 4:19 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 45781

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...
by Ext3h
Fri Jan 12, 2024 3:27 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 45781

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...
by Ext3h
Fri Jan 12, 2024 3:21 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 45781

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...
by Ext3h
Fri Jan 12, 2024 3:12 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 45781

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...
by Ext3h
Sun Dec 24, 2023 5:28 am
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 69
Views: 14095

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...
by Ext3h
Sat Dec 23, 2023 9:04 pm
Forum: News
Topic: Friday Facts #390 - Noise expressions 2.0
Replies: 69
Views: 14095

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...
by Ext3h
Fri Nov 10, 2023 5:10 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 328
Views: 45144

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...
by Ext3h
Sat Jul 25, 2020 8:38 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 44891

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...
by Ext3h
Wed Jan 29, 2020 6:14 pm
Forum: Technical Help
Topic: [0.18.1] Invalid packet (type ConnectionRequestReply)
Replies: 9
Views: 3054

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...
by Ext3h
Tue Jan 14, 2020 6:42 am
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 33314

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 ...
by Ext3h
Sun Dec 08, 2019 8:41 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45024

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...
by Ext3h
Sun Dec 08, 2019 6:55 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45024

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...
by Ext3h
Sun Dec 08, 2019 5:16 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45024

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...
by Ext3h
Sun Dec 08, 2019 4:08 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45024

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...
by Ext3h
Sat Dec 07, 2019 8:41 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45024

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...
by Ext3h
Sat Dec 07, 2019 6:09 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45024

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

A lot of testing later and the results were correct; it was just that much faster. The underlying algorithm didn't change but it just ran > 3x faster now by touching less memory. This is another nice example of "Factorio is not CPU bound, it's memory latency bound". More cores wasn't goin...
by Ext3h
Sun Dec 01, 2019 11:27 am
Forum: News
Topic: Friday Facts #323 - Animated water
Replies: 54
Views: 24355

Re: Friday Facts #323 - Animated water

Yea it's a 2D game, so... So? Filtering the sprite into outline is happening in 2D as well. Except the used filter kernel is a constant width one regardless of distance to sprite base, which is causing it to look weird. If the reflected part is far from the water, it should be reflected with a lowe...

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