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  • 01:25

    kvark on hal-0.8

    Fixed missing or wrong names li… metal: Link to QuartzCore (#374… [metal] bump version to 0.8.2 (compare)

  • 01:04
    bors[bot] closed #3747
  • 01:04
    bors[bot] commented #3747
  • 01:04

    bors[bot] on master

    Remove Naga preference setting … Merge #3747 3747: Remove Naga … (compare)

  • 00:54

    bors[bot] on staging.tmp

    (compare)

  • 00:54

    bors[bot] on staging

    Remove Naga preference setting … Merge #3747 3747: Remove Naga … (compare)

  • 00:54

    bors[bot] on staging.tmp

    [ci skip][skip ci][skip netlify] (compare)

  • 00:54

    bors[bot] on staging.tmp

    Remove Naga preference setting … [ci skip][skip ci][skip netlify… (compare)

  • 00:54
    kvark commented #3747
  • May 08 20:07
    parasyte commented #3750
  • May 08 19:53
    parasyte commented #3750
  • May 08 19:44
    parasyte opened #3750
  • May 08 17:51
    tatsumiku opened #3749
  • May 08 12:49
    manuel-woelker synchronize #3748
  • May 08 04:28
    manuel-woelker commented #3748
  • May 08 04:26
    manuel-woelker synchronize #3748
  • May 08 02:17
    kvark commented #3748
  • May 07 21:07
    manuel-woelker opened #3748
  • May 07 17:33
    adamnemecek commented #3737
  • May 07 17:31
    adamnemecek commented #3737
Brendan Zabarauskas
@brendanzab
yeah that would be cool
Coraline Sherratt
@removed~csherratt
I mean, reactions to cgmath :P
Brendan Zabarauskas
@brendanzab
ohh
yeah, just some confusion
traits and stuff
I think it might be better to re-export things at the top level
Coraline Sherratt
@removed~csherratt
matrix::Matrix is a bit noisy, I can see that
Dzmitry Malyshau
@kvark
@csherratt the experience itself that you may get through porting to gfx-rs is going to be extremely valuable for us
Dzmitry Malyshau
@kvark

@csherratt sure, we can match the input-outputs and store just indices, but this caching spawns more questions than it solves

That's half-truth. In fact, we don't want (of course) to match these strings at runtime, even if the comparison cost is low, because we'd still need to walk those mesh attributes for each shader attribute. instead, we just need to have that target index baked in somewhere. Perhaps, a single HashMap<(ProgramHandle,MeshHandle), IndexSequence> will suffice.

Coraline Sherratt
@removed~csherratt
@kvark for sure.
Brendan Zabarauskas
@brendanzab
@kvark fixed #25!
Dzmitry Malyshau
@kvark
@bjz awesome! next one is the real issue - binding that at runtime
kvark @kvark is off for today
Dzmitry Malyshau
@kvark
cheers!
Brendan Zabarauskas
@brendanzab
o/
Coraline Sherratt
@removed~csherratt
bjz, have you thought about what type of render you want to build?
Brendan Zabarauskas
@brendanzab
@csherratt we will mainly wanting to be doing procedural stuff
@csherratt ^
Coraline Sherratt
@removed~csherratt
how did you make these bjz?
Brendan Zabarauskas
@brendanzab
the first two are in photoshop
the last one is a mockup over an old screenshot
like, this is all my little thing could do: http://38.media.tumblr.com/tumblr_lxm7q4mHQi1qgurm4o1_1280.png
Coraline Sherratt
@removed~csherratt
So how photo realistic do you want?
Brendan Zabarauskas
@brendanzab
stuff like reflections and stars were added in later
Coraline Sherratt
@removed~csherratt
or do you want a specific style
Brendan Zabarauskas
@brendanzab
basically what you see in the first one, but I think I could push it further, and add more detail
I am heavily pushing 'ambiance' though, so it would be awesome if big mountains cast shadows that moved during the day
I mean, fields of grass waving around would be amazing
Coraline Sherratt
@removed~csherratt
Part of the long term goals of snowmew is to build a None-photo realistic render. I have an artist friend who is pushing his dream of how he wants and some of it is a pretty difficult problem.
Brendan Zabarauskas
@brendanzab
a vast plain of long grass, shimmering in the breeze - cloud systems, with layers up into the stratosphere, little villages
this is not the quality of render I want, but it gives a rough idea of a village http://38.media.tumblr.com/tumblr_lvelb6mVgz1qgurm4o1_500.png
Coraline Sherratt
@removed~csherratt
Have you played anything by "That game company" ?
Brendan Zabarauskas
@brendanzab
the demo of flower and the old flash version of flow
Coraline Sherratt
@removed~csherratt
So like the grass in flower?
Brendan Zabarauskas
@brendanzab
simple-houses.png
not sure - I think I have seen similar in miyazaki films
I just want a beautiful place to explore, would be awesome in VR
to transform my art into generative systems that take on a life of their own
perhaps snowmew could be useful - I dunno
but definitely we would need to figure out a way to handle content generation - how top-down/bottom-up we wanted to be
Coraline Sherratt
@removed~csherratt
I'm not sure procedural generation will work well with the architecture of snowmew
Brendan Zabarauskas
@brendanzab
yeah, that is the issue
Coraline Sherratt
@removed~csherratt
It can be done, but I think that requires more direct buffer accesses which are not really possible in a deeply pipelines architecture.
Brendan Zabarauskas
@brendanzab
we need something that will work well with procedural stuff - folks have the same trouble with unity
not sure if you have any ideas regarding that
Coraline Sherratt
@removed~csherratt
I have not read to much up on it.
So what is needed for fast procedural generation?