Dawid Pogorzelski @_shoen
Staff ML SRE @Wikimedia | ex-@Ubisoft | ex-@CultOfTheNorth pogorzelski.dev Sweden Joined February 2009-
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@SchallerDomenic EU solving non-problems
@rsms I guess the 8.3 ms from the command buffer is actually 120fps vsync. Right? How would it look like without v-sync? (In a web browser it’s mostly likely not possible to displayable vsync since you don’t control the window)
@dhh In Sweden, school class photos are not a thing due to "privacy" concerns but you can know every single detail of every single person living in the country including income/financial and criminal records.
Moving from C# to a Rust based extension in Godot to crunch data feels almost the same as moving from gdscript to C#. The major inconvenience is having to reload the project to take advantage of new changes on the extension side. This is a 2048*128*2048 (~0.5 billion voxels) terrain patch generated in ~8 seconds. Generation is split across 8 threads, each thread generates a separate terrain slice along the Z axis, chunk by chunk. There are 3 noise samples: 2d for base heightmap, a 3D sample to generate overhanging terrain structures (you can't really see that in this video since it was toned down) and another 3D sample to generate caves inside the terrain. #gamedev #rust #godot
@SebAaltonen On a loosely related note: what are your expectations/thoughts, if any, about the upcoming @boltgraphics products?
@0xAX But they are shipping so much and so fast now
@GithubProjects x.com/_shoen/status/…
I like switching between projects in my spare time so here is a sneak peek into a voxel sandbox I’ve been building in parallel to other things with @godotengine. Currently toying with destruction altough there is 0 purpose to it other than looking cool :) The terrain is a series
I like switching between projects in my spare time so here is a sneak peek into a voxel sandbox I’ve been building in parallel to other things with @godotengine. Currently toying with destruction altough there is 0 purpose to it other than looking cool :) The terrain is a series of 32^3 voxel chunks, each chunk is 1 greedy mesh. When the projectile collides with any of the chunks a spatial query retrieves affected voxels, re-meshes the affected chunk(s) and extracts the debris as individual meshes with their own colliders. #gamedev #voxel
Didn't use @duckdb in a while, it's great to see the addition of the Quack protocol.
A fun exercise where connections between clients and servers are drawn with segmented gizmo lines and "rope simulation" is done via verlet integration. The animation on top simulates dataflow between then nodes. More bandwidth --> faster animation flow. youtube.com/watch?v=9zV_QH…
Toying with particle system to display packet flow between clients and servers
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Koousaku Ogawa(オガ... @Komaru_hyper
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Find me on Bluesky or... @Skuldar
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