Pretty close to Davigo but bigger
Posts by Amini Allight
A distorted mesh with a sharp point coming out of the top in a 3D editor.
A lumpy mesh lying flat on a grid in a 3D editor.
A square with inwardly curving sides in a 3D editor.
A curved packet-shaped mesh viewed from the edge in a 3D editor.
Avoiding the nightmare of my broken netcode by adding a new shape primitive, here's some in-development screenshots of "packet", useful for depicting packaged food, sacks of grain, packaged medical supplies, shrink-wrapped items, etc.
If I could have anything from Stardew in real life it'd have to be the box outside my house that sells anything I put in it for a fair price
The release notes for Gigi v1.01.9. Too large for alt text, check the link!
A path traced scene of a motorcycle and a health powerup
A path traced scene of sponza
A path traced scene of the stanford bunny
Gig v1.01.9 Released!
Big items:
* GLTF loading
* Lights/materials loading from scenes
* Drag/Drop models onto viewer to view PBR IBL raster or path traced.
* /*$(Embed:filename)*/ tag allows shared shader headers that use gigi tags to read variables, read textures, etc.
github.com/electronicar...
"Every renderer that works contains an even number of sign mistakes"
Oh you're kidding me, an inverted Vulkan viewport also inverts the triangle winding??
It makes sense, but how did it take me this long to notice ๐
A texture array index whose value could diverge between fragments in the same wave needed to be wrapped nonuniformEXT() from GL_EXT_nonuniform_qualifier
All fixed now!
Turned out to be improper handling of non-uniform texture array indices between fragments in the same wave
Oh it's per-wave, that makes so much sense
It's definitely the left side of the first texture: the white parts at the top of the artifact line up with the crossbar of the T at the start of "This is a very long text."
Oh I didn't realize you had to wrap the relevant index use in that
Once I do the issue disappears, thank you!
Do you mean enabling GL_EXT_nonuniform_qualifier? I don't have it enabled but I just tested and doing so has no effect on the artifact
It does, it flickers
@lisyarus.bsky.social suggested a mipmapping issue over on Mastodon and it seems like that might be it, forcing a read from both tiles before choosing which value to use makes the artifact vanish
Texture looks 100% fine in RenderDoc
A text rendering test with "This is a very long" repeated twice.
Doesn't occur when I read from the same image for both regions either
A large letter g with a glitched crack through it.
A pair of rectangles side-by-side in UV debug colors.
Does anyone recognize this artifact? I'm storing the texture in multiple images to avoid exceeding max image dimensions and I'm getting this weird glitch at the tile boundaries
Even stranger, it isn't reflected in the UVs (second picture) and the sampler is set to nearest + clamp-to-edge
Wrote up an article about how I ended up tackling this problem from January (spoiler: I gave up on barriers), might be useful to somebody out there learning Vulkan for compute
amini-allight.org/post/dispatc...
Surprised by how much better Marathon feels in full release vs. the playtest
Unsure if it's just placebo but I'm seeing much more PvP, more loot variety and more cooperation in filled squads (though misaligned objectives for randomly filled players is still A Problem)
All estimates I've seen for the fraction of Destiny 2 players that ever saw a raid are <25%
No doubt that's being dragged down by a lot of free-to-play accounts that never made it out of the tutorial, but it still suggests Marathon's will be niche content
As the other comment said, most languages that do this (e.g. Python, Crystal) use a "range" type which represents a span of numbers as a start value, an end value and possibly a step value
No array containing all the values is ever allocated
A dead runner lies next to a red cybernetic cat in a brightly colored sci-fi industrial environment. Promotional screenshot for Marathon, credit Bungie.
Long time no see but I've finally written a new article!
This time I'm laying out my thoughts about the new Marathon playtest and its struggles with motivating and incentivizing players
amini-allight.org/post/maratho...
A cube rounded on four edges in a 3D editor.
Adding more primitives to the editor game masters will use, this time it's the "rounded rectangle prism"
Reminiscent of how most Destiny mechanics are mediated via shooting things and acquiring buffs because the gameplay systems can't really do anything else
Marathon thoughts:
Art & soundscape are top-notch, gameplay feels really good but player motivation is iffy?
"Break glass across Tau Ceti" is not an objective I get excited about, it feels like a daily, and I can feel the writing straining to justify objectives the gameplay can support
No, it's the same category of application as Steam ROM Manager (I'm sure there are others)
It adds shortcuts to non-Steam applications (e.g. emulated games, games from other launchers) to Steam so you can launch them via Steam
For example in the images above I have added a shortcut to Ubisoft Connect, another game launcher, with artwork to make it fit seamlessly into my Steam library
I believe you can use Heroic Games Launcher to access most EGS titles on a Steam Deck (not Fortnite though, the anti-cheat disallows Linux)
A screenshot of a Steam library showing two applications with customized images: Cyberpunk 2077 and Ubisoft Connect. Cyberpunk 2077: Phantom Liberty cover by CD Projekt RED. Ubisoft Connect artwork via BigHungryChicken and scottboy7565 on SteamGridDB.
A screenshot of the most recently played game in a Steam library showing Ubisoft Connect. Cyberpunk 2077: Phantom Liberty cover by CD Projekt RED. Ubisoft Connect artwork via BigHungryChicken and scottboy7565 on SteamGridDB.
If you like adding non-Steam games to your Steam Deck I have something for you! An update to my tool for batch configuration of non-Steam games from a config directory you can back up
It now supports both customizing images on official Steam games and setting "wide" images