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

    bors[bot] on master

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  • 00:54

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  • 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
  • May 07 16:26
    kvark closed #3707
Coraline Sherratt
@removed~csherratt
I have not read to much up on it.
So what is needed for fast procedural generation?
I imagine it is trying to work just a few objects ahead of what is being drawn, but that is a wild guess.
Brendan Zabarauskas
@brendanzab
yeah, I have yet to get my head around that
I was going to try for this first, but I don't know beyond that
Coraline Sherratt
@removed~csherratt
How vertex buffers are handled is something I want to look at in snowmew, they are all static right now which is not great.
Brendan Zabarauskas
@brendanzab
I am thinking maybe we might have to just do a bottom up generation of the world, then fill in details lazily
Coraline Sherratt
@removed~csherratt
hmm
Brendan Zabarauskas
@brendanzab
it is tricky
Coraline Sherratt
@removed~csherratt
I think the issue is making the world expand at the edges.
Brendan Zabarauskas
@brendanzab
yep
and exploding cache sizes
I don't want an infinite world
I definitely want something finite - I think the idea of an infinite world can overwhelm players a little
well 'infinite'
the scaling of things would be smaller than reality - distances between interesting things shorter
Brendan Zabarauskas
@brendanzab
the tricky thing is doing stuff so that interest is maintained - possibly only a subset of all possible things could be found in each world - also thinking of ways for procedural rules to build on themselves so that new, unexpected things could be 'inferred'
I dunno - a bit of blabbering there. I would really like the crudest thing in the short term
Coraline Sherratt
@removed~csherratt
Step one, make something you can walk around in
Brendan Zabarauskas
@brendanzab
exactly
ok, I gotta head home
ty for seeing :cat2: again!
^_^
Coraline Sherratt
@removed~csherratt
np
Coraline Sherratt
@removed~csherratt
Yay it compiles. So many warnings :o
Dzmitry Malyshau
@kvark
@csherratt what have you just done there exactly?..
Coraline Sherratt
@removed~csherratt
nothing more then create dummy render and add gfx to snowmew's build.
Brendan Zabarauskas
@brendanzab
yeek - so much errors with the *const change
Dzmitry Malyshau
@kvark
@csherratt Sorry for the amount of warnings. I'm mostly hacking it through, so cleaning them up is in my backlog...
Brendan Zabarauskas
@brendanzab
@csherratt \o/
@kvark ack, gonna have to fix all my ffi libs
Dzmitry Malyshau
@kvark
@bjz so all we need for #27 is 1) fix the get_*_iv, and 2) fix the *const usage. Then we can go through #28. Right?
Brendan Zabarauskas
@brendanzab
we could just merge #27, then I can fix get_*_iv later?
Dzmitry Malyshau
@kvark
sure
Coraline Sherratt
@removed~csherratt
@kvark understood.
Dzmitry Malyshau
@kvark
A lot of these warnings are something that was intended short-term placeholders until we get the handle management...
Brendan Zabarauskas
@brendanzab
ok, sax and glfw-rs are fixed
Coraline Sherratt
@removed~csherratt
I'm always shocked how long bjz's parts are actually broken for. Andrey or someone always comes in within 12 hours of the nightly and fixes them.
Dzmitry Malyshau
@kvark
who is Andrey?
Coraline Sherratt
@removed~csherratt
https://github.com/ozkriff A russian gamedev
Dzmitry Malyshau
@kvark
oh, this guy :)
@bjz I've got the merge changes ready locally for #28, but would want to combine it with possible rust-latest fixes. Perhaps, you could have a look at it while I'm waiting for my rust to compile?
Coraline Sherratt
@removed~csherratt
if gfx-rs can't keep up with the main() what will happen? A queue that just gets deeper and deeper?
Dzmitry Malyshau
@kvark
@csherratt I don't think that was thought-through. I'll create an issue for that
Coraline Sherratt
@removed~csherratt
It might be enough just to send a frame-swaped ack
Brendan Zabarauskas
@brendanzab
@csherratt reminds me of a slide in the metal presentation :P
they explained that pretty nicely
Coraline Sherratt
@removed~csherratt
link?
Dzmitry Malyshau
@kvark
#29, we'll need to add the link there too