@cd0@mastodon.social avatar

cd0

@cd0@mastodon.social

Interested in electronics, rustlang, game dev, but mostly I'm just good at complaining. Well over a decade of experience in Python on desktop, web and embedded. You can refer to me by the name on my profile, but it is a pseudonym.

This profile is from a federated server and may be incomplete. Browse more on the original instance.

cd0, to random
@cd0@mastodon.social avatar

Is it me or is every conversion of 3D assets from one program to another result in unpredictable loss of 40% of vertices, objects or textures?

:aaaa: Maybe I should just give up gamedev.

arstechnica, to random
@arstechnica@mastodon.social avatar

You can now buy a flame-throwing robot dog for under $10,000

Thermonator, the first "flamethrower-wielding robot dog," is completely legal in 48 US states.

https://arstechnica.com/gadgets/2024/04/you-can-now-buy-a-flame-throwing-robot-dog-for-under-10000/?utm_brand=arstechnica&utm_social-type=owned&utm_source=mastodon&utm_medium=social

cd0,
@cd0@mastodon.social avatar

@arstechnica Excuse me, steward? I appear to be sitting in the wrong future, can I please move to a different one?

cd0, to godot
@cd0@mastodon.social avatar

If, like me, you've been looking for a milky way panorama asset for showing the night sky in a game, look no further:

https://svs.gsfc.nasa.gov/4851

NASA has clean OpenEXR renders of the galaxy, with and without the bright foreground stars. I threw an 8K OpenEXR at panorama sky and it works fine... once it loaded, which took a long time.

cd0, to random
@cd0@mastodon.social avatar

It looks like @aislerhq has good pricing for large 2 layer boards. Unless my math has gone horribly wrong somewhere. The difference for a 22cmx22cm board is gigantic. They're not made in tbe US like @oshpark but they are made in Germany.

Aisler
22cm x 22cm x (MoQ Qty 3) x 0.0525EUR/cm² + 10EUR ~= $92

Oshpark
8.66in x 8.66in x [$5/in² for 3] = $374 ???

cd0, to random
@cd0@mastodon.social avatar

4 layer boards from @oshpark are $10 per square inch... this board would theoretically be nearly 78 square inches...

ouch. :BlobhajShock:

cd0,
@cd0@mastodon.social avatar

@oshpark Going to have to restrict myself to two layers to halve the cost, which considering how much area and how little complexity should be fine, but it won't have big uninterrupted planes.

nocontexttrek, to StarTrek
@nocontexttrek@mastodon.social avatar
cd0,
@cd0@mastodon.social avatar

@nocontexttrek How dare you. I'll have you know I have an imagination, and it's often used to imagine a sex life.

cd0, to random
@cd0@mastodon.social avatar

Adafruit's pick of new products baffles me. Yes ST has a nice voltage/current monitor. That's all well and good.

But did you know ST is coming out with a fully integrated Lidar sensor with 54x42 resolution? 5cm to 10 meters? Dual VCSEL? 60 frames per second? That's enough resolution that it's almost a little depth camera.

There's no datasheet yet but the block diagram indicates video data is sent over a separate differential serial bus, while I2C is used for commands.
https://www.st.com/en/imaging-and-photonics-solutions/vl53l9ca.html

cd0,
@cd0@mastodon.social avatar

@gsuberland Fully integrated optics.

cd0, to random
@cd0@mastodon.social avatar

Engineer: A person whose job it is to decide how to do things properly.

Manager: A person whose job it is to tell engineers there's no time to do things properly.

Technical Debt: A thing managers never pay down.

arstechnica, to random
@arstechnica@mastodon.social avatar

No more Taylor Swift on TikTok after negotiations with label break down

Universal Music Group says TikTok is engaging in "bullying" as contract expires.

https://arstechnica.com/culture/2024/01/no-more-taylor-swift-on-tiktok-after-negotiations-with-label-break-down/?utm_brand=arstechnica&utm_social-type=owned&utm_source=mastodon&utm_medium=social

cd0,
@cd0@mastodon.social avatar

@arstechnica I can't decide which company to despise more:
• Universal for being a bloated megacorp who doesn't pay their artists.
• Bytedance foe being a bloated megacorp who doesn't pay their creators.
• Condé Nast for being a bloated megacorp who doesn't pay their writers.

tubetime, to random
@tubetime@mastodon.social avatar

this is how KiCad has been marking pin 1 on a lot of devices. yes, it's a silkscreen line that is slightly longer on one side than the other. because silkscreen never flakes away or gets obscured by a via or clipped by a fab vendor for being too close to a solder mask opening...

cd0,
@cd0@mastodon.social avatar

@tubetime Long overdue. I had no idea they were following a standard, its a terrible standard. I've reversed SWD connections a half dozen times because a coworker decided to orient the connector unintuitively and made no attempt to augment the default terrible pin one marker.

North, to random
@North@chaos.social avatar

It's here and it's beautiful

cd0,
@cd0@mastodon.social avatar

@North I recently came across the probably cancelled Capcom game Pragmata and I'm perhaps a little too obsessed with the space suited character. Pragmata's character is meant to be a human in a suit, but the character's augmented face apparatus has a similar aesthetic to these.

Or maybe not, but I just have to talk about Pragmata or I'll burst.

cd0, to godot
@cd0@mastodon.social avatar

I finally got around to playing the Road to Vostok Demo on Steam. (It is free).

Um. Wow. As someone who plays around in Godot this made me feel inadequate. I'd almost accuse them of lying about this being made in , that's how professional it is. The only shortcoming that makes me believe it's Godot is the somewhat distinctive crunchy and unimpressive shadows. 😆

Of course a lot of the extreme professionalism just comes down to really high quality assets. 😯

clayjohn, (edited ) to random
@clayjohn@mastodon.gamedev.place avatar

I'm happy to announce a new version of my volumetric cloud shader for Godot. This version looks slightly better, but also features a much more realistic sky and is about 20x faster than the old version. The goal for this version was to be fast enough for use in production. I think I have achieved that as the cost for rendering the entire sky is < 1ms on my intel iGPU https://github.com/clayjohn/godot-volumetric-cloud-demo-v2

cd0,
@cd0@mastodon.social avatar

@clayjohn In the future be sure to include and as a lot of folks who follow those hashtags might not follow you yet!

godotengine, (edited ) to godot
@godotengine@mastodon.gamedev.place avatar

Do you know what day it is? That's right, it's exactly one month away from our 10-year anniversary 💐

So what better day to get started on our "hear more from us" resolution - with a social media refresh 🧼

🔗 https://linkin.bio/godot

#godot #godotengine #anniversary #socialmedia

cd0,
@cd0@mastodon.social avatar

@godotengine
Thank you for taking mastodon seriously. I only wish some, for especially reduz, hadn't relapsed to preferring the site of which we do not speak. There's a lot of insider details that can only be found on that other site. For instance the render graph change that just merged.

cd0,
@cd0@mastodon.social avatar

@godotengine I can appreciate that it's no-win situation, since posting casually two or three different services makes it no longer casual. But in fairness no account is needed to read mastodon posts, and that's no longer the case on the other service.

cd0, to vr
@cd0@mastodon.social avatar

Because people vary in motion sensitivity, folk seem unaware that they should:

  1. Always default to teleport and snap turn. People who are insensitive can tolerate it (until they have a chance to opt out). People who ARE motion sensitive CANNOT tolerate it even briefly.
  2. Never default to visible swooping transitions while teleporting or snap turning. These cause motion sickness in some people and thereby defeat the purpose of step 1.
    (continues...)
cd0,
@cd0@mastodon.social avatar
  1. If you use a player physics capsule keep in mind that sliding and jittering on uneven surfaces will cause motion sickness.
  2. If your narrative needs smooth motion use vignetting (blanking out peripheral vision) by default.
  3. You can safely move the player in a vehicle or elevator without vignetting if they can only see out through a small hole or slot. (This acts as a diegetic vignette.) If motion insensitive players want to see more they can move closer to the slot.
cd0,
@cd0@mastodon.social avatar

@gsuberland I was heartbroken that I had to demand a refund for the VR Westworld game when I first got my Valve Index. I love Westworld, but they had a "novel" (bad) smooth locomotion system that involved swinging your hands and did not implement any other system. Inexcusable and unplayable.

cd0,
@cd0@mastodon.social avatar

@gsuberland Do you recall the name? My recent misadventure was a VR Kayaking game that's very pretty but had to nope-out after 5 minutes.

cd0,
@cd0@mastodon.social avatar

@gsuberland How has your experience been with swimming? I have found that it doesn't bother me much, though I prefer underwater teleport.

cd0,
@cd0@mastodon.social avatar

@gsuberland Gave it a shot, since it's free. I tried both the novice and motion sick tolerant "astronaut" modes for "research". Both are very painful even with my improved tolerance. The only difference is the "astronaut" mode will put you in a full head-over-heels spin while the "novice" mode will stabilize your spin... eventually. Considering what both modes do to you, the head over heels spin isn't much worse.

Apparently I freeze to death while Houston "works through the problem" in both.

verge, to random
@verge@mastodon.social avatar
cd0,
@cd0@mastodon.social avatar

@verge I'm an optimist: Some day Samsung will invent something that actually solves a real problem. Not today apparently.

cd0, to godot
@cd0@mastodon.social avatar

I knew someone could do it (someone with far more advanced skills than me) @clayjohn has updated their volumetric cloud demo to use a Godot 4.2 shader texture! And it works great!!! 🎉 😮 ❗

Raymarching clouds is very compute intensive. The new update moves the raymarching to a compute shader which takes 64 scene frames to render one sky frame. This vastly reduces the impact on the scene framerate. (Temporal blending in sky-space hides the slow raymarching.)
https://github.com/clayjohn/godot-volumetric-cloud-demo-v2

cd0,
@cd0@mastodon.social avatar

@clayjohn I was even able to boost the sky resolution to 4096 and I was still getting 120 FPS in XR on a 3080. The vanilla sky-shader version would bring my 3080 to its knees in XR.

  • All
  • Subscribed
  • Moderated
  • Favorites
  • anitta
  • InstantRegret
  • mdbf
  • ngwrru68w68
  • magazineikmin
  • thenastyranch
  • rosin
  • khanakhh
  • osvaldo12
  • Youngstown
  • slotface
  • Durango
  • kavyap
  • DreamBathrooms
  • JUstTest
  • tacticalgear
  • ethstaker
  • provamag3
  • cisconetworking
  • tester
  • GTA5RPClips
  • cubers
  • everett
  • modclub
  • megavids
  • normalnudes
  • Leos
  • lostlight
  • All magazines