@kwramm good luck!
aeva
Posts
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handed in my notice yesterday. -
All right, let's settle this once and for all.@pseudonym it's the USA everything we do is "over the top"
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ME [ sighing wearily ]: Sure, why not@jalefkowit i hope it includes a heavy metal rendition of "has been"
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ME [ sighing wearily ]: Sure, why not@jalefkowit i wonder if he has adhd because this is exactly the kind of dumb thing i would embarrass myself with if i were to somehow manage to 1) make it to geriatricity 2) with a giant pile of money and recognition
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remember the golden rule:@pupxel i'm not mad, but i am very disappointed
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how do you "turn off denormals"@unnick daz nuts
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how do you "turn off denormals" -
remember the golden rule:remember the golden rule:
please don't make me have to add new rules
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been hearing a lot lately about how JASON-LD is kind of terrible.@ratsnakegames oh yeah i don't use any of that lol
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been hearing a lot lately about how JASON-LD is kind of terrible.@ratsnakegames it's like making a little web page but it's for your data instead of for your neopet
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been hearing a lot lately about how JASON-LD is kind of terrible.@ratsnakegames i like xml ;_;
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been hearing a lot lately about how JASON-LD is kind of terrible.been hearing a lot lately about how JASON-LD is kind of terrible. shame we didn't already have some kind of eXtensible Markup Language first
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I am BEGGING you.@HMLivy @theleftistlawyer I'm asking how do you become one of those people who says things like "my attorney" and not proclaiming that i live under a rock
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how do you "turn off denormals"@giuseppebilotta @TomF @glyph i think so. most of the environment is just going to be a small set of models kit bashed with instancing. the instance point sets are to be generated offline (probably in blender) per tile, and then all that's needed is to move the tile relative to the camera's tile. i figure particle systems could work the same way if I end up having any
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how do you "turn off denormals"@giuseppebilotta @TomF @glyph the tile coordinates on the CPU will probably just use integer coordinates and follow a regular grid of some kind, which at least avoids having to worry about precision while figuring out the relative adjustment
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how do you "turn off denormals"@giuseppebilotta @TomF @glyph what I'm planning right now is putting everything into world tiles, and then rather than putting everything into a common world space, go straight to relative coordinates by treating whichever tile the view origin happens to be in as the current origin tile. this adjustment would be done on the CPU, and thus everything on the GPU would just receive a uniform that applies the current tile transform
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how do you "turn off denormals" -
how do you "turn off denormals"@TomF @glyph specifically it was the one about using fixed point coordinates for objects. I'm still considering how to make that work, but I'd like to use jolt and jolt only speaks floats, and I am not expecting GLES2 GLSL to provide everything I need to do what I was doing before on the rendering side either. I'm probably going to use tile relative system instead on the shader side, and whatever will require as little translation on the CPU side.
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how do you "turn off denormals" -
how do you "turn off denormals"