Search found 93 matches

by raidho36
Fri Oct 19, 2018 1:42 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 44855

Re: Friday Facts #264 - Texture streaming

One is an actual DisplayPort (VESA Adaptive Sync) and HDMI-Standard (HDMI 2.1 VRR) and for free; one is a closed-down proprierary walled-garden implementation that costs on top for both monitor and graphics card. One is royalty-free, the other puts $100 markup on your purchase. And so one gains tra...
by raidho36
Thu Oct 18, 2018 1:26 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 44855

Re: Friday Facts #264 - Texture streaming

Just because you have a lot of RAM available, doens't mean you can be sloppy with RAM usage. Because that would mean huge memory bandwidth and compared to CPU power it's been getting worse and worse since the 70s. The memory was given name "random access" to accentuate the fact that you di...
by raidho36
Wed Oct 17, 2018 1:46 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 44855

Re: Friday Facts #264 - Texture streaming

Try using clay or playdoh or something. Just add and remove chunks of clay until it looks right. Then it's pretty easy to translate that to 2d or 3d, compared to making it up from scratch digitally. Also, perfection is a pretty high mark. Sometimes you just got to say "eh, that'll have to do&q...
by raidho36
Tue Oct 16, 2018 4:39 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 44855

Re: Friday Facts #264 - Texture streaming

I scribble in paintshop pro. 3D only would mean I wouldn't mod it. There would be no bob's mods in a 3D factorio. Nothing's stopping you from scribbling in Sketchup 3D. And pretty much all CAD software out there has architecture design tools and can export 3d models. Besides, 3d modelling is easy. ...
by raidho36
Sun Oct 14, 2018 5:13 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 44855

Re: Friday Facts #264 - Texture streaming

Is that with depth-testing enabled? If so, discard in fragment shader disables Early-Z test. It's in "2d mode", so "standard" settings: blending enabled, depth buffer (& testing) disabled. Put otherwise, it's a default rendering mode in Love2D engine - if that tells you anyt...
by raidho36
Sun Oct 14, 2018 3:38 pm
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 44855

Re: Friday Facts #264 - Texture streaming

Discard operation was introduced to do alpha testing in 3d graphics. This allowed you to render your transparent-textured geometry with no blending whatsoever (so that you could utilize the depth buffer) and use the texel alpha value to test against some other value (such as 0.5), and use "dis...
by raidho36
Sun Oct 14, 2018 2:57 am
Forum: News
Topic: Friday Facts #264 - Texture streaming
Replies: 108
Views: 44855

Re: Friday Facts #264 - Texture streaming

https://www.factorio.com/blog/post/fff-264 Discard operation doesn't improves performance, just tells the driver not to write anything to the output buffer. The reason is that the GPUs use vector processors, the entire GPU core must execute the same operation on all the pixels its processing, which...
by raidho36
Thu Sep 20, 2018 9:22 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 117142

Re: Friday Facts #260 - New fluid system

https://www.factorio.com/blog/post/fff-260 I'm sort of baffled that you didn't get it right in the first place. About 15 years ago I was making a gamemaker project entirely centered around that very same fluid transmission mechanic - equalizing levels in neighbouring vessels. My game wasnt grid bas...
by raidho36
Mon Jan 22, 2018 6:21 am
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 376925

Re: Friday Facts #225 - Bots versus belts (part 2)

If you had limited bot lift rate to 1 per second per chest, then you'd be choked for many recipes, most of which are ubiqutous such as green circuits. Making bots unfeasible for extremely large volume transportation for applications like this is the whole reason this topic is brought up.
by raidho36
Sun Jan 21, 2018 8:08 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 376925

Re: Friday Facts #225 - Bots versus belts (part 2)

Seconding the idea of limiting bots to only have one of them access an individual chest at a time. That way you can't just make more bots to increase throughput, you'll have to actually design the logistic network properly. Particularly high throughput areas will not work with bots altogether and wi...
by raidho36
Fri Jan 05, 2018 10:14 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 348667

Re: Friday Facts #224 - Bots versus belts

Me gripe with bots is that they remove the challenge. It's true that it's easier and quicker to design and build things that way, but that very aspect is makes it uninteresting. Building a factory IS the fun part of the game, and bots remove it neatly. Bots feel a lot like 100% refined sugar cereal...
by raidho36
Fri Jan 05, 2018 9:38 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 348667

Re: Friday Facts #224 - Bots versus belts

Me gripe with bots is that they remove the challenge. It's true that it's easier and quicker to design and build things that way, but that very aspect is makes it uninteresting. Building a factory IS the fun part of the game, and bots remove it neatly. Bots feel a lot like 100% refined sugar cereal:...
by raidho36
Fri Jan 05, 2018 8:23 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 348667

Re: Friday Facts #224 - Bots versus belts

As outlined in the article, logistic bots are inherently broken simply for the fact of being a resource teleport equivalent. Grand zero management is involved, just place a "teleport gate"and "teleport power cells" and you're good. There's no way you can look at it and justify an...
by raidho36
Sat Oct 28, 2017 7:00 am
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 67188

Re: Friday Facts #214 - Concrete rendering

I work at the factory currently and I used to live in location where the only type of pavement was prefabricated concrete slabs (yes no asphalt, no stone paths, either dirt or concrete, nothing in between). The two defining features of concrete floor and pavement are: 1) it is FLAT 2) it is GRID , i...
by raidho36
Thu Jun 22, 2017 7:51 am
Forum: Balancing
Topic: Kovarex Enrichment is not fun
Replies: 84
Views: 37647

Re: uranium processing unbalanced?

The real world equivalent of "enrichment" is breeding, U-238 is converted to Pu-239, which is a nuclear fuel. It's critical mass is very small and it's extremely difficult to control reaction rate so it's not used in nuclear plants for electric power, and also because it's extremely expens...
by raidho36
Sun Jun 18, 2017 5:31 pm
Forum: Outdated/Not implemented
Topic: Please put 32 bit demo versions back up
Replies: 21
Views: 7777

Re: Please put 32 bit demo versions back up

64 bit processors were rolled into the market as early as 2003, if your CPU can run this game anywhere past basic factory, chances are it's 64 bit as well. You can then install 64 bit Linux and play this game in there. If you have old hardware, you should use Linux either way.
by raidho36
Sun Jun 18, 2017 5:21 pm
Forum: Ideas and Suggestions
Topic: Burner Generator
Replies: 2
Views: 1911

Burner Generator

TLDR Make a power source that doesn't need water, only fuel. WHAT Having a power generator that requires no water would be handy in remote isolated places, especially if power is needed infrequently and/or in such amounts that using solar power and batterries would not be adequate, while also spari...
by raidho36
Thu Jun 15, 2017 10:35 am
Forum: Ideas and Suggestions
Topic: Remove "ghost" servers from server list (faster)
Replies: 2
Views: 1553

Re: Remove "ghost" servers from server list (faster)

Servers themselves notify lobby of their own existence. The only thing lobby can do about missing server is verify if it's still there or not. It does it time to time and prunes the dead servers off the list. What you mean is, probably, an option not to show servers that don't respond to information...
by raidho36
Thu Jun 15, 2017 4:54 am
Forum: Ideas and Suggestions
Topic: New names and graphics for circuit tiers
Replies: 4
Views: 1422

Re: New names and graphics for circuit tiers

Well yea but I did suggest keeping the color, just make it look decent, and not "generic recipe item 1" "generic recipe item 2" "generic recipe item 3".
by raidho36
Thu Jun 15, 2017 12:19 am
Forum: Ideas and Suggestions
Topic: New names and graphics for circuit tiers
Replies: 4
Views: 1422

New names and graphics for circuit tiers

TLDR Give different tier electronics reasonable names and graphics. WHAT Make it be something like the following: tier 1: basic circuit, a green PCB with a number of passive components and relays tier 2: vacuum tube circuit, a red PCB with vacuum tube electronics on it tier 3: integrated circuit, a...

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