nullposter

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nullposter

nullposter

@nullp0ster

currently working on GunBlade

Katılım Mart 2019
480 Takip Edilen55 Takipçiler
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Sharbel
Sharbel@sharbel·
> you open a website > it says: "click all the traffic lights" > it takes you 10 seconds > 200 million people do this every day > you weren't passing a security check > you were labeling training data for a self-driving car > google acquires recaptcha in 2009 > deploys it on every bank, store, and government site on earth > turns the entire internet into an unpaid AI annotation factory > waymo is now worth $45 billion > you didn't pass the test. you built it.
Sharbel@sharbel

x.com/i/article/2033…

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nullposter
nullposter@nullp0ster·
@FR3NKD @Brother_O4 In addition (also hi cult leader), RTX was only added to Godot literally like, a week ago, I suspect there are many more optimizations to come in the future for this lovely little engine!
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FR3NKD
FR3NKD@FR3NKD·
@Brother_O4 Real-time path tracing is considered the holy grail of computer graphics. I'm sorry you are not impressed, this is what we can achieve in 2026 with consumer hardware. To me this is completely insane, maybe we grew up in different times...
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FR3NKD
FR3NKD@FR3NKD·
This is NOT Unreal Engine 5. This is Godot RTX! Running at 60FPS+ on a base 4080.
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nullposter
nullposter@nullp0ster·
@abbrev_btp @WallpaperKeith @sleitnick so basically, A is (length of player velocity squared) - (projectile speed squared), B is 2*(player global position length)*(player velocity length), C is (player global position length - projectile global position length) squared. T and T2 are the + and - of the quadratic
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sleitnick
sleitnick@sleitnick·
You can use the quadratic formula to make homing missiles properly lead and hit their target. I've used this in games for like a decade. I wish they'd use examples like that in math class. Give practical/fun examples. I hated math b/c it was too abstract. Gamedev made it fun.
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nullposter
nullposter@nullp0ster·
@Wyvern613 @sleitnick @WallpaperKeith yeaaaaaaa ill be real i just make very stylized video games so i dont exactly have much knowledge concerning actual missile / rocket science / physics, so i got no clue how to implement that
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Wyvern
Wyvern@Wyvern613·
@nullp0ster @sleitnick @WallpaperKeith IIRC thats called an "F-pole" because in a top down view thats kinda how your and your missile's path would look TLDR quadric is better for long range shots, bad for terminal phase proportional is worse for long range, but good for terminal phase so youd just switch in-flight
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nullposter
nullposter@nullp0ster·
@abbrev_btp @WallpaperKeith @sleitnick i think instead of multiplying by 60, you can just do (playervel*predictedTime)/delta, to avoid issues that my implementation would have if there was so much lag that the physics tick was forced to slow
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nullposter
nullposter@nullp0ster·
@abbrev_btp @WallpaperKeith @sleitnick which (and i implemented this badly because i just multiplied it by 60 because I dont think i understood delta time just yet) I derived from taking the player position plus (player velocity multiplied by finalT multiplied by 60). 60 was used because that was the physics tickrate
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nullposter
nullposter@nullp0ster·
@sleitnick @WallpaperKeith yours actually does auto-correction though, the projectiles for mine just travel in a straight line regardless
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nullposter
nullposter@nullp0ster·
@J_Lee_Design While I do understand why gamers dislike RT (and for valid reasons), I feel like its understated how much RT can (and has improved) certain development pipelines, particularly due to RT cutting the need for lightmap baking in some cases 1/2
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nullposter
nullposter@nullp0ster·
@J_Lee_Design would also make it so that if any changes were to be made (geometry modification, light modification, etc), a total rebake would be needed, not to mention the storage side of things
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nullposter
nullposter@nullp0ster·
@J_Lee_Design I think it was in the new Doom's siggraph talk (listed below) where the speaker mentioned that if doom (the dark ages) relied on lightmap baking (like the two previous doom iterations), it would take roughly 40 hours per TDA level (this is using multiple machines), and 2/3
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