Ben Walker

498 posts

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Ben Walker

Ben Walker

@benprototype

engineering things

United Kingdom Katılım Nisan 2015
482 Takip Edilen804 Takipçiler
Ben Walker
Ben Walker@benprototype·
@fluffmiceter Nice. I assume the arms are IK'ing between the shoulder joint and hand effector. Are you CFraming the hands or animating? and how do you pick the natural elbow direction?
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Fluffmiceter
Fluffmiceter@fluffmiceter·
had to revisit my IK code cuz a lot of the math was straight up broken, but here's keyframe animation blending with inverse kinematics yay
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Ben Walker
Ben Walker@benprototype·
@NinjoOnline @plasma_node The limit is only for meshes where FixedSize = false Send the mesh data to the client and use a pool of unfixed meshes to bake into fixed meshes. CreateEditableMeshAsync is sync when CollisionFidelity is set to Box and the collision geometry replicates automatically
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Ben Walker
Ben Walker@benprototype·
@gillernGames Haha fair. I tend to agree with that sentiment, I was just wondering if you knew more about this than I did. I wanted to add a discord join link to my game (behind a policy service check) a while ago but decided against it.
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Seán
Seán@gillerndev·
@benprototype No idea just ask for forgiveness not permission
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Snowball
Snowball@eatprotein·
77 house seats unchallenged by @ctgop. That is 77 democrats that will hold those seats. How will Republicans ever get represented at this rate @benproto59 17 Senate seats unchallenged. Disgusting!!!!
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Ben Walker
Ben Walker@benprototype·
i implemented various optimisations and got it from p50=40ms, to p50=4-5ms so an 8x speed up on average and p99 before was 80ms which felt horrible theres probably a bit more left to squeeze out plus i could compute the chunks in parallel but its not worth the effort i think
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Ben Walker
Ben Walker@benprototype·
ok its fast again. this is a way more detailed voxel grid and way more explosions than would ever happen in game average is 4ms and 99th percentile is 19ms which is like 50fps only performance concern now is memory usage of all the meshes/textures on mobile i think
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sp00kface
sp00kface@realsp00kface·
theres gotta be an easier way to do this dawg
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Ben Walker
Ben Walker@benprototype·
@cryptidsoftware Everything is simple to change, here I downsampled the same map to just 4000 voxels Each voxel is now 5x5 studs. Chunks are now 30x30 (except for the ones on the edge) It runs much faster when I do this and doesn't look meaningfully worse so I need to find a balance.
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Ben Walker
Ben Walker@benprototype·
@cryptidsoftware Chunks are 25x25 Voxels are 2x2 The marching squares are 1x1 Voxels can overlap chunk boundaries and some chunks can be smaller than others. Nothing is forced to line up. I'm doing some boring performance optimisation stuff next so most of this will change
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Ben Walker
Ben Walker@benprototype·
its a bit slow with this many explosions and chunk updates going on at once i'll try profiling it and speeding up the slow bits next. it might also be able to run chunk updates in parallel but i've not tried that before worst case i can just lower the voxel/render resolutions
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Ben Walker
Ben Walker@benprototype·
I need to tune the noise, but adding material variations to the rock is pretty simple. I can use the marching squares to detect contours for each material and generates a few more meshes per chunk
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Ben Walker
Ben Walker@benprototype·
@cryptidsoftware Yes but you can get around it by writing to a dynamic mesh, baking that into a fixed mesh, then destroying the dynamic mesh. Ironically this scene is actually well under the tri limit for a single mesh, so I only hit this because of my chunking optimisation haha.
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East98
East98@cryptidsoftware·
@benprototype Looks great! You're using 3 EditableMesh per chunk? Isn't the client EditableMesh limit 8?
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Ben Walker
Ben Walker@benprototype·
Rendering the destructible terrain with meshparts. I'm honestly surprised the engine allows this. Not being able to use a fragment shader makes texturing this so difficult. There's a few layers of dynamic meshes per chunk here to get the grass and mud layers to work.
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Ben Walker
Ben Walker@benprototype·
Here's a few screenshots that show a bit more detail. Each chunk is made up of a rock mesh, a grass mesh, and a mud projection. Triangulating all this fast enough for real-time destruction was certainly fun.
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Sorcus
Sorcus@TheRealSorcus·
@benprototype Looks extremely impressive. How does it do on android ?
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Ben Walker
Ben Walker@benprototype·
voxels data -> chunks -> marching squares contour detection -> tracing edge loops -> convex decomposition -> ear clipping triangles and its so fasttttttt and can update in real time! mesh parts next. i really hope i dont hit an engine limitation so much work went into this haha
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Ben Walker
Ben Walker@benprototype·
@LvieReal I wish.. but being able to deploy my code to 144 million+ daily active users, with 1 click, for free - is a pretty compelling value proposition
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Lvie
Lvie@LvieReal·
@benprototype how about you take it to C++ and OpenGL?
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