Flyhy

270 posts

Flyhy

Flyhy

@Flyhy3

Making games go fast @TriangleFactory Github: https://t.co/iffKMo1zbG (he/him)

Katılım Ağustos 2019
126 Takip Edilen18 Takipçiler
Flyhy
Flyhy@Flyhy3·
ffs @x removing dim theme makes the site borderline unusable for me. It was the only option that did not make my eyes bleed. Pls fix.
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Flyhy retweetledi
Arseny Kapoulkine 🇺🇦
After nine years of development, meshoptimizer has reached its first major version, 1.0! This release focuses on improvements in clusterization and simplification as well as stabilization. Release announcement with more details on past, present and future is below; please RT!
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Flyhy
Flyhy@Flyhy3·
Finally found some time to do some more odin/webgl programming. My triangle has evolved into a cube and became more powerful.
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Mike Turitzin
Mike Turitzin@miketuritzin·
Implemented a neat speedup for brick rendering using tips in this old @SebAaltonen thread. The trick is to render only 3 cube faces per brick, and "flip" each face to the side of the cube that faces the camera in the vertex shader. twitter.com/SebAaltonen/st… [cont]
Sebastian Aaltonen@SebAaltonen

This is how you generate a cube in vertex shader. Works with any amount of cubes. Also includes the backface culling trick (only include the positive cube faces to index buffer). Backface culling trick relies on the fact that only 3 faces of a cube can be visible at once.

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Flyhy
Flyhy@Flyhy3·
Continuing to experiment with Odin. I'm hoping to create interactive projects on the web, so I'm learning how to compile wasm. Just arrived at the hello world of graphics programming. Hello🔼
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Flyhy
Flyhy@Flyhy3·
Turns out adding emissive materials is really easy. Just return the the emissive colour when you hit some thing emissive.
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Flyhy
Flyhy@Flyhy3·
Finally got non uniform scaling working, somehow this was more difficult to get right then I thought it would be. Spend an entire evening chasing a bug in the normals, only to try my first solution again it working.
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Flyhy
Flyhy@Flyhy3·
More progress on learning Odin by making a raytracer Used a union to create a single list of boxes and spheres and a switch to determine type for the intersection logic. Also added some form of materials.
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Flyhy
Flyhy@Flyhy3·
Went of script and added a new shape. Guess we're doing cubes now. box ray intersect code needs some extra work. I've probably come up with the worst way to do this 🤷‍♂️
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Flyhy
Flyhy@Flyhy3·
@Wardergrip Having only worked in c style languages for the past +10 years the syntax feels very alien. However it is growing on me. Might try to do a couple of projects in odin.
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Flyhy
Flyhy@Flyhy3·
Aah good old diffuse lighting, nothing beats that. (progress on learning odin with the raytracing in a weekend book)
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Flyhy
Flyhy@Flyhy3·
Not having objects has not been an issue so far.
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Flyhy
Flyhy@Flyhy3·
I love the fixed arrays and build in swizzling. I would love to have this in c#.
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Flyhy
Flyhy@Flyhy3·
I've been learning @odinlang by following the 'Ray tracing in one weekend' book and just arrived at the hello world of ray tracing.
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Flyhy
Flyhy@Flyhy3·
Defer is great
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Flyhy
Flyhy@Flyhy3·
The overview page helps getting started with a lot of things, but as soon as I need something more complex (like file reading/writing) I lose a lot of time trying to find usable examples. (skill issue?) I completely failed to find how to start a new process from in odin code.
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