daid

About

Username
daid
Joined
Visits
1,538
Last Active
Roles
Member

Comments

  • I think Kwadroke just regularly searches github for "bridge simulation". As he found EmptyEpsilon in the week I uploaded the first bit of code as well, and reported that it did not build.
  • Why the rendered mouse it doesn't work? Maybe mouse drivers ? What happens normally in EE, "input" is processed, like mouse movements. Then the whole game logic is ran, updating ships, moving things, creating explosions all that. And then…
  • I've seen that text rendering bug before on Android, the issue is, that the text rendering is done by SFML, so I have no influence on that. And I think the problem is that texture contents is invalidated on texture resize. However, I don't see how t…
  • Could you try this version: http://daid.eu/dump/EE_mouse_test.zip It uses the hardware mouse cursor of the OS instead of the rendered mouse.
  • With vsync active, that is expected. How exactly do you experience this mouse lag? How "long" does it feel? a second, 0.1second? Due to how EE renders the mouse, there is a slight delay compared to the normal cursor. But this shouldn't be…
  • I've send you the files. Just letting you know here in case spam filters somehow reject the message.
  • I tried to add my avatar image, but that seems to be broken now.
  • Note that the 2 communication methods I use are this forum and github issues.
  • Quite possibly you want to use the textures to apply some displacement on the mesh: https://docs.blender.org/manual/en/2.79/render/cycles/nodes/types/vector/displacement.html As the models are quite low polygon, and the details are hidden in the te…
  • (Quote) Feasible yes, but not a priority. First I should make an actual game I guess. Note that one major issue for Android (20% of the devices), RaspiberryPi (2 and 3) and WebGL (depending on your desktop) is the lack of gl_FragDepth: https://www.k…
  • Note that there are some good patches in there for the mainline. But the commit log is a very messy, so I find it hard to find the interesting stuff for mainline...
  • Sadly enough, "Angryfly" was the person who made most models, and he seems to have pulled his stuff from turbosquid. As I bought the packs, I can still access those. But I cannot buy the other models that where in the same style. How are …
  • https://github.com/tdelc/EmptyEpsilon/commit/767006f6f1f0c2fd476a4784f1bb047f66747537 Wut? Docking on planets?
  • Because of this piece of code: https://github.com/daid/SeriousProton2/blob/master/src/window.cpp#L37 My engine directly allows gif recording by pressing F3. So it's very quick and easy for me to capture gifs and dump then on my shared folder (which…
  • Not a stupid question. I'm not looking into realtime raymarching. While the results are really nice, they also put a lot of load on the GPU, and shaders. Which ups the minimal specs quite a bit. It would be quite awesome for clouds/nebula. But some…
  • MASSIVE GIF WARNING (70MB) http://daid.eu/dump/record_193304_19112019.gif Exploring a single level of simplex noise "caves". Looks pretty cool right? It has performance issues which are not visible on the gif, and a lot of other issues. B…
  • Just noticed this:https://linux.die.net/man/3/feenableexcept The divide-by-zero exception occurs when an operation on finite numbers produces infinity as exact answer. Confusing wording, or do we get a divide-by-zero exception on other things then …
  • Ah, yes, your network code is vastly different then. I modeled mine slightly to how the Unreal engine does it. First, let's set some terminology. "Replication" is the act of sending the server state to the clients. And I replicate 2 main…
  • Good read! A square root of a negative number is also NaN. NaN is really evil. But the worst part is. NaN does not equal NaN. Which has resulted in a network traffic bug in EE. Most of the network code just checks "value not the same as last t…
  • Explosion sounds are scaled by their size, so i think that will work out. I dont think you will have performance issues, but the main screen is the main risk then. As the rendering of those explosions is not that greatly optimized. The explosion an…
  • (Quote) This. Unless your game evolves around orbital mechanics (ksp) it adds little. If you do do full orbital mechanics, you run into a few issues, like engine strenght, and time "warp" requirements. As well as having a very complex to u…
  • 4km planet radius, smallest voxels of 1m. Ship has a speed of 300m/s. Ship has a 10x10x5 collision size, which sort of matches the size of the ship. I need to put a bit of a hysteresis on the level of detail switches. And the voxels where sampled a…
  • (Quote) Good to know, nobody confirmed that it went away with the downgrade. Which is always a bit of a "is it solved now or not?"
  • (Image) Only updating one "cell" per frame, so it's a bit slow in updating. While it can delete multiple cells in a single frame. There is also no collision, so I mistakenly flew into the planet.
  • If I may interject some "thoughts about bridge sim games" that are not necessarily immediately preceded in the conversation by any provoking stimulus... but which are nevertheless on my mind lately YES PLEASE! I started this topic as a du…
  • http://daid.eu/dump/record_205534_05112019.gif (large gif warning) Quick test of the level of detail concept. Note that the actual level of detail "camera point" is fixed on the sphere at a single point, and scales are off. The smallest de…
  • Oh, BTW, today SNIS is 7 years old. Party time? About spacial awareness. I noticed only relay and science have spacial awareness on EE1. Even the captain has no real clue on where things are. And communication is in the form of "station X is …
  • And back on planet rendering. In my mind a concept starts to form that might actually work. If I take an octree for level of detail, and say "level of detail needs to increase if distance to center of octree node is less then the size of the no…
  • There is a whole lost of ideas there. And I could comment on all of them. But I pick one first.(Quote) What is "full 3d"? I currently classify EE1 as 2D with 3 degrees of freedom (x/y motion and z rotation) If we look at other examples. …