haybales

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haybales

@hybls

Developer

Earth Katılım Ocak 2014
995 Takip Edilen99 Takipçiler
haybales
haybales@hybls·
@lxjost Have you considered this but applied to mobility data, for audience segment enrichment? Thinking of testing it out
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Alex Jost
Alex Jost@lxjost·
"People who bought X usually buy Y next" is more powerful than any generic coupon code.
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haybales
haybales@hybls·
@KrishRShah Haptic textures based on the raw values… make buttons you can feel
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Krish Shah
Krish Shah@KrishRShah·
Found some fun undocumented APIs for the Mac trackpads. Gives me access to raw values straight from the firmware. What should I build?
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haybales
haybales@hybls·
Made a super-simple WebGPU-based clone of Shadertoy, allowing you to tinker with WGSL (WebGPU’s new shader language). link below
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haybales
haybales@hybls·
Any things that could be changed? Let me know!
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haybales
haybales@hybls·
soundgrid.io Purely frontend, nothing is sent to servers anywhere.
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haybales
haybales@hybls·
Apple finally fixed their web audio api implementation for iOS 26, give it a try with my project soundgrid. Enter record mode to record sounds to buttons, then play mode to use it like a drum pad. Edit the clips as well, all on-device, but in the browser. Link below
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haybales
haybales@hybls·
@benrayfield Are you passing cursor pos and other stuff as uniforms to the shader? I like the idea of fully leveraging the power there
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Lambda Rick 🏴‍☠️/acc
Lambda Rick 🏴‍☠️/acc@benrayfield·
If javascript is slow and a toy language for ppl who never learned REAL programming, then how do you explain there being 128 bit primitive types running in the GPU by evaled code live here as seen on the browser console (of bellsack142.html)?
Lambda Rick 🏴‍☠️/acc tweet media
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haybales
haybales@hybls·
@hedgehog_ace In `Area3D` you can override (replace) local gravity, but it doesn't respect rotation. I apply a custom gravity vector to the player velocity to fix; Here's the func for getting grav vector at players location (default 0 gravity): pastebin.com/bzUe0cDL
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haybales
haybales@hybls·
Gravity volumes and gravity-agnostic character controller complete! Hopefully this will work for a ship. The green surface is actually an earth-sized SDF, with gravity. #godot #GodotEngine
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haybales
haybales@hybls·
This, plus a maximum leaf depth based on player distance would work a bit better than looking for sign changes.
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haybales
haybales@hybls·
I guess I could check if the SDF returns a value less than the width of the current leaf? To prevent false positives from neighboring cells, could I say if 3+ corners have values less than the leaf width?
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haybales
haybales@hybls·
Deciding on reworking the chunk renderer to be proper oct-trees; my only concern is that if I look for a sign flip between corners to split the chunks smaller (to identify surfaces that need detail vs inside/outside empty areas), I could lose detail for small surfaces at distance
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haybales
haybales@hybls·
For rendering *really* far away, I was thinking of just raymarching the same noise function I’m using for the terrain chunks and rendering that to the camera behind the scene… any other ideas?
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haybales
haybales@hybls·
MUCH better chunk generation time now (excuse the choppiness, screen recording on a 12inch macbook). This is the surface of an earth-size sphere. #godot
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Kenneth Pirman 🔮
Kenneth Pirman 🔮@KennyPirman·
Character controllers without a static up-axis are harder to build than ambient-pressure room-temp superconducting material
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haybales
haybales@hybls·
Got chunk rendering and LOD working on CPU. Had to recompile Godot with double-precision vector math to get the planet-size sphere surface rendering correctly! Next is compute shaders. Any tips? #godot
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haybales
haybales@hybls·
inspired by @KennyPirman to share a little more. Four 3D chunks rendering a piece of a planet-size wavy sphere SDF with a smaller sphere on the surface, using Dual Contouring. My first foray into @godotengine , its fun! Capsule character for scale.
haybales tweet media
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