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hogsy, to random
@hogsy@mastodon.social avatar

Still a bit buggy, but collisions are almost there now too.

video/mp4

Doomed_Daniel, (edited )
@Doomed_Daniel@mastodon.gamedev.place avatar

@hogsy
what's it with those MAX_POLL_EVENT messages

(and why are you not using dhewm3 :-p)

Doomed_Daniel, to random
@Doomed_Daniel@mastodon.gamedev.place avatar

I released my code to write/read styles for @ocornut's Dear ImGui to .ini-like textfiles or to C++ code as a standalone MIT-licensed source file that's easy to integrate into any project using Dear ImGui with C++: https://github.com/DanielGibson/Snippets/blob/master/imgui_savestyle.cpp

It's for v1.90.6, but is easy enough to adapt to other versions, as it helps you doing that with a bunch of static assertions that check struct ImGuiStyle and enum ImGuiCol_ for changes.

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

I updated imgui_savestyle.cpp (which lets you write/read styles as .ini-like textfiles and allows generating C++ code to set the style settings) for Dear ImGui 1.90.8, and now it also supports the docking branch (and the regular branch): https://github.com/DanielGibson/Snippets/blob/master/imgui_savestyle.cpp

Velyn, to random
@Velyn@mastodon.gamedev.place avatar
Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@Velyn
> Conclusion: don't allow ppl to register if you don't want strange people to register.

no shit.

sinbad, to random
@sinbad@mastodon.gamedev.place avatar

Ok I’m going to make it a weekend* project to build a PC out of the old parts I have left over from pre my workstation upgrade, install some form of desktop Linux on it and try to replicate my actual work env there to see how much worse it is for UE. I don’t want the stress of potentially breaking my real work PC but I feel like I have to try given how MS is going off the deep end

*=multiple weekends no doubt especially as my weekends are quite busy rn

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@sinbad I'm curious if the Unreal Editor works better for you than it does for me.
Here menus close themselves very often (but not always), which is a total PITA.
But who knows, might be specific to my system somehow (Desktop Environment or whatever, I'm using XFCE)

hisham_hm, to random
@hisham_hm@mastodon.social avatar

I'm not sure how I feel about the fact that since 3blue1brown open-sourced his library for producing his YouTube visualizations, various other channels produce videos with looks identical to his.

The reuse of his code to generate math animations is cool, but by sticking to the default settings (colors, fonts, text animations), people are effectively ripping off his channel's entire visual identity, and that sucks.

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@misty @hisham_hm
exactly, can't blame people for using the default settings

Doomed_Daniel, (edited ) to random
@Doomed_Daniel@mastodon.gamedev.place avatar

Is it normal that calling glReadPixels() in your game on (KDE?) Wayland doesn't work properly, i.e. writes a black screenshot?
I've just seen that issue firsthand on my laptop, and apparently Blender ran into the same issue two years ago: https://projects.blender.org/blender/blender/issues/98462

(No, I'll not render into a offscreen buffer just to take screenshot O_o)

Only happens when using Wayland natively (SDL_VIDEODRIVER=wayland), when it goes through XWayland screenshots seem to work

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

Hmm in Yamagi Quake II screenshots work on Wayland, so I compared the code..
turns out, dhewm3 (and orig Doom3) calls glReadBuffer(GL_FRONT); before glReadPixels() - Quake2 (or at least yq2?) doesn't.
Removing that line makes screenshots work.
Possibly related: In OpenGL ES GL_FRONT is not a valid argument for glReadBuffer()

(dhewm3 still uses legacy GL, so it should be ok, but...)

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

Hmm I fear that it only works by chance: The screenshot function itself calls session->UpdateScreen() right before reading the pixels, which renders a whole frame and swaps the buffers. So when not explicitly reading the frontbuffer (which only gave a black screen) I assume that you'll get the back buffer, which at that point is fresh.
I guess it only works because it happens to contain one of the last frames..

Kadsenchaos, to H5N1 German
@Kadsenchaos@23.social avatar

#H5N1 in den Startlöchern. Well, you know the drill...

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@korenchkin @Kadsenchaos
Vielleicht gibts für ein paar Wochen Maßnahmen, bis man wieder kein Bock mehr hat und ne Durchseuchungsstrategie fährt, ist ja auch gut fürs Immunsystem uswusfdiepaartotewärendochehbaldgestorben

distractal, to random
@distractal@mastodon.social avatar

This is the last time I'm going to mention this, because you're going to hear enough "vote for Biden or else" from everyone else.

If you are questioning whether to vote for Biden, or are abstaining, based on his neoliberalism and support for genocide, I can't blame you. He certainly is a neoliberal, and he certainly has been and is supporting genocide.

But what you're voting for this November is not a choice between two presidents. 1/

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@distractal
If this is so important, why do Biden and the Dems fuck it up so much?
For example by making sure that young people will not vote for them with how they handle pro-Palestine protests and by banning TikTok.. it's like they don't want to win

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@distractal
Not sure if ranked choice would help with the general problem that you only have two parties.
I think it would help to get rid of that "winner takes it all" bullshit, and to allow coalitions, so smaller parties can get into the government as a partner, hopefully representing their voters better than a "lesser of two evil" representative would, and maybe eventually growing to be big enough to be the major partner of a coalition that provides the president

hisham_hm, to random
@hisham_hm@mastodon.social avatar

"Unfortunately, to maintain C++98 compatibility, the C++ interface of librdkafka is not quite object-oriented"

Now that's a take I wasn't expecting. Is this a mainstream opinion nowadays, that one can't do OOP with old-school C++? I must be completely out of the loop as I can't see why that would be the case. I could see all sorts of arguments for using Modern C++, but lack of OOP is a new one to me.

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@hisham_hm
Doesn't make sense to me either.

Doomed_Daniel, to random
@Doomed_Daniel@mastodon.gamedev.place avatar
Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@nickappleton yeah, but small loud fans aren't much better, and a symptom of the same problem

jon, to random
@jon@gruene.social avatar

They have a handy map of where I’m going tomorrow 🙂

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@ulfhenrich @jon @wortkomplex
eben - "Rohrabschneider" != "Flex"

stux, to random
@stux@mstdn.social avatar
Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar
Doomed_Daniel, to random
@Doomed_Daniel@mastodon.gamedev.place avatar

I've got a (probably simple) graphics programming-related question:
Is it correct that the only useful values for GL_TEXTURE_MAX_ANISOTROPY_EXT are 2, 4, 8 and 16 (and maybe 1 for "don't use anisotropic filtering")?

At least as far as I can remember I've never seen other values configurable in games; however, for some reason, GL_TEXTURE_MAX_ANISOTROPY_EXT is used with floats (glTexParameterf()), and the spec only says "float greater or equal to 1.0"

Doomed_Daniel,
@Doomed_Daniel@mastodon.gamedev.place avatar

@rygorous @pervognsen
good to know, thanks!

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