rburing

81 posts

rburing

rburing

@riburing

Experimental mathematics researcher, contributor to Godot Engine

Orsay, France Joined Ağustos 2019
67 Following167 Followers
rburing
rburing@riburing·
@nicbarkeragain There's some fallback to using rationals in FLINT (Fast Library for Number Theory) in the certification of an LLL lattice basis reduction (which can be used e.g. to factor polynomials over the integers): fredrikj.net/blog/2025/opti…
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Nic Barker
Nic Barker@nicbarkeragain·
Anyone know of examples of actual fractional arithmetic being used in software to reduce accumulated error? e.g. storing both numerator and denominator of something like 1/3 seperately, and doing algebraic multiplication rather than reducing to a single float.
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rburing retweeted
Godot Engine
Godot Engine@godotengine·
Godot Engine 4.4 is finally here! 🚀 Look forward to plenty of quality of life improvements hidden within this release. Faster load speeds, reduced stutter, streamlined processes, and more! godotengine.org/releases/4.4/
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rburing
rburing@riburing·
@lentsius_bark Hey, where did that card come from? From your SLEEVE?
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Krystof 🕹️ Fogpiercer
Krystof 🕹️ Fogpiercer@lentsius_bark·
We got reports of a card not showing up properly... Turns out it was there the whole time!
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Jorrit Rouwe
Jorrit Rouwe@jrouwe·
JoltPhysics v5.2.0 is out! Amongst other things, it includes a new tapered cylinder shape. Check out the release notes at github.com/jrouwe/JoltPhy…
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rburing
rburing@riburing·
@passivestar_ @lawnjelly Interpolation of fast rotations (relative to the physics tick rate) is not yet fixed. We should decide how to deal with it soon.
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𝗔𝗱𝗺𝗶𝗻
𝗔𝗱𝗺𝗶𝗻@AHappyDragon·
@godotengine Where is physics interpolation for 3D Physics? I feel like this is one of the most important things ever 😒
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Godot Engine
Godot Engine@godotengine·
📅 259 days 🧮 3,520 commits 👤 521 contributors We present to you: Godot 4.3 ✨ godotengine.org/releases/4.3/ We hope you enjoy the new release page format as much as we did preparing it!
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rburing
rburing@riburing·
@keaukraine @lawnjelly I haven't used other engines in a while but at least Unity has it built in too.
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keaukraine
keaukraine@keaukraine·
@riburing @lawnjelly That's actually a great feature. What other popular engines support this kind of optimization?
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rburing
rburing@riburing·
@SnkyGames @lawnjelly That's it! There are some subtleties about which interpolation type to use and when to reset/teleport. And you want to make all this work with as little extra work from the user (i.e. gamedev) as possible.
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++🪽
++🪽@SnkyGames·
@riburing @lawnjelly to do interpolation, the extra render calls predict where the physics would be at that frame and draw the in-betweens? Is it more than that?
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rburing
rburing@riburing·
@Carel3DS @lawnjelly Is it at the beginning or at the end? Could be something funky going on.
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rburing
rburing@riburing·
@greenfox1505 @lawnjelly To be precise, you would define myproperty_curr and myproperty_prev as member variables, update them in _physics_process (myproperty_prev = myproperty_curr; myproperty_curr = ...), and interpolate between them in _process using the interpolation fraction.
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rburing
rburing@riburing·
@greenfox1505 @lawnjelly Specifically it's interpolating transforms (position, rotation and scale) only. If you need, you can retrieve the interpolation fraction in _process to interpolate arbitrary properties (this is already possible for a long time).
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rburing
rburing@riburing·
@The_MrX_ @lawnjelly If you set the physics tick rate high enough for your screen refresh rate it will look smooth too. The point is: that's more expensive than doing this interpolation (moving smoothly from one position to the other on frames rendered in between physics ticks).
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MrX
MrX@The_MrX_·
@riburing @lawnjelly Wait what? What does it do exactly? Why is it smoother/less jerky? Shouldn't that just be how the physics is applied by default?
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rburing
rburing@riburing·
@MajorMcDoom Doing it this way is future-proofing for the future where physics interpolation is implemented!
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passivestar
passivestar@passivestar_·
@fergicide it's possible that it'll happen in the near future. there's big interest and godot-jolt is near feature complete. last time I checked it only lacked support for soft bodies github.com/godotengine/go…
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