Me, trying to figure out how to implement basic drag functionality in #Bevy#BevyEngine UI without the cursor jumping to the mid-point of the dragged rectangle.😬
Here's something curious. The latest beta version of Intel's graphics drivers are 50 MiB larger than the previous version. That's an 8% increase in size and it's described in the release notes as:
> Graphics Driver package has temporarily increased to significantly reduce the Starfield* game load duration.
This sounds like they baked-in pre-compiled versions of the game's shaders. I had no idea these had become so large.
When I was a 16-bit game graphics creator, I got accustomed to thinking in multiples of 16, for sprite dimensions, game scenery patterns, image resolutions, RGB color values and more.
That became a lasting habit. Even now, long after using multiples of 16 was necessary, I'm still entering 16, 32, 48, 64, et cetera, when numerical input is required. Does anyone happen to recognize this? 🙂
Have you ever thought to yourself "wow I would like to be able to bake two separate sets of lightmaps and probes for a scene in unity, and then blend between those smoothly during a timelapse cutscene, but also i want the editor to be able to preview several animations at a certain frame while I am baking so that the scene has the correct time of day lighting"?
what's that? it's #portfolioday, you say? well, i'll push through the inferiority i feel when i see everyone else's magnificent contributions & share a bit of my stuff.
i'm an illustrator, portrait artist, graphic & web designer who's always looking for new projects - especially if they're for social enterprises or not-for-profits that promote #justice, #leftist#politics, #veganism &/or #sustainability. #art#graphics#illustration
contact me here, on kofi or at my website: curiousthing.net
Is a 7900xt worth it today?
Hello 👋...