@dougbinks@mastodon.gamedev.place
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dougbinks

@dougbinks@mastodon.gamedev.place

Gamedev, making Avoyd Voxel Editor & Game with and open source tech with https://mastodon.gamedev.place/@juulcat.

https://www.enkisoftware.com/about#dougbinks

Runtime Compiled C++, enkiTS, ex-physicist ex-AAA. He/Him.

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

dougbinks, to Minecraft
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The aurora (from the Yorkshire Dales) transplanted above Drehmal Minecraft map in Avoyd Voxel Editor.

#Voxel #Editor #Aurora #Minecraft

dougbinks,
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This was made by importing an image as heightmap with quantized colour in Avoyd to make a 1 height colour layer from the image, then exporting the materials so I could search/replace the material parameters to make them all transparent emissives. Then I pasted the aurora above the imported MC map.

I might try blurring the aurora image later so that the quantization on import to voxels causes less noise.

dougbinks, to random
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Last night's aurora were impressive here in the Yorkshire Dales. Although I broke my old tripod (again), I think I managed to get some decent shots. Will perhaps post some later if so once I've downloaded and converted from raw.

dougbinks, to random
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Sometimes debugging 100 lines of complex code almost all day long leads you to the real fix - an assumption made in another 5 line piece of code which is no longer true.

Liberal use of asserts can help, but in this case this wasn't easy so I didn't have one, but I should have put in the effort to save future me time.

Having said that, I don't think I expected that assumption to break when I wrote the code.

sjb3d, to random
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Desktop Vulkan question: is it reasonable to rely on resizable BAR being enabled these days? Just filling write-combined buffer memory directly, without all the code for sync/async copies from staging buffers, is super nice.

dougbinks,
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@sjb3d Perhaps @sascha would know.

I think NVIDIA requires the RTX 30-series or above for official resizable BAR support, and for AMD it's RX 5000+ (RDNA1). Intel ARC supports it. Also a modern CPU/Motherboard are required, but I don't know the specs.

This thread has some analysis of GPU series from the steam hardware survey:
https://gamrconnect.vgchartz.com/thread/236899/monthly-steam-hardware-survey-analysis/30/

Non resizable BAR NVIDIA GPUs account for ~20% of GPUs, and for AMD ~3%.

dougbinks,
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@sjb3d I've been meaning to figure this out for myself for a bit, since Avoyd's GPU new path tracer uses Vulkan.

Currently I don't rely or use REBAR much, but I'm planning to rewrite my GPU allocation to check for support. I think the best way to do this is to check for a large device local heap accessible to the CPU.

Perhaps worth noting that I have an NVIDIA 4060 on a machine with no REBAR support (no bios support), so such systems do exist.

dougbinks, to random
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Thanks to @dotstdy I am now swearing a lot less at VS.

Not sure how I missed this given I've been using VS since it first came out in the late '90s.

https://mastodon.social/@dotstdy/112360010276797800

dougbinks, to random
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I mentioned earlier that I'd love a single toggle to turn off Visual Studio C++ auto-formatting my code, but it now appears that I can't even turn it off by toggling lots of options.

Some options only have a choice of how to format, none of which are 'leave alone' and none are what I want.

Getting very tired of formatting everything by hand multiple times as every minor change triggers auto-format to format incorrectly.

dougbinks,
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@dotstdy It's when I copy-paste or add brackets etc. Could be a bug but I had it all turned off in the past but on my new installation I can't seem to set it up to do nothing.

dougbinks,
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@dotstdy This could be an error between chair and keyboard issue though.

dougbinks,
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@Jimmeh I have so many differently formatted projects that doing this will be a complete pain. Plus my own preference doesn't fit the automatic rules well. I'd just prefer it off.

dougbinks, (edited )
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@dotstdy @wolfpld Ah! Classic PEBCAK. Somehow I'd forgotten to set that.

EDIT: all fixed now, same page has options for Automatically format I needed to uncheck.

Not sure how I missed this (recently had Covid so now I'm worried I have brain-fog)!

dougbinks, to random
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I was just looking at zstd project and was surprised at how many files there now are, and how complex building it looks to be.

dougbinks,
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@wolfpld That's good to know. The readmes in the main and lib directories did not make that clear, and the sentence "The build system requires a hash function in order to separate object files created with different compilation flags" seemed to indicate a more complex build setup than just adding the files to a project.

dougbinks,
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@wolfpld Something I have noted is that open source code from certain big orgs tends to be very difficult to use outside those orgs since their build tools and processes have leaked into the library design.

dougbinks,
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@pervognsen @wolfpld Although the structure is similar, there are more files in the newer code along with more complex build instructions. I'm not sure if the change was due to fb though.

For example see:

https://github.com/facebook/zstd/tree/v1.3.2/lib/decompress

vs

https://github.com/facebook/zstd/tree/dev/lib/decompress

dougbinks, (edited ) to random
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dougbinks, to random
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Note to future self: when adjusting the emissive intensity make sure you set the firefly clamp value higher than the emissive intensity or you won't see any effect.

sinbad, to random
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F**ks sake they changed something pretty fundamental between UE 5.4 Preview and UE 5.4 Final - the ability to have multiple objects in an asset file, which SUDS relies on - the dialogue and string table are in the same asset; now the string table is gone.

I was worried they might do this because they started hiding them in 5.3 (not a problem) so I tested 5.4 Preview but everything was fine. Now it's completely broken in 5.4 Final, every single dialogue line is <MISSING STRING TABLE ENTRY> 😠

dougbinks,
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@sinbad "The likelihood of this breaking user code is very low." :)

dougbinks,
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@sinbad What you're doing makes sense to me, but I don't use UE very often so am no expert.

dougbinks, to random
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Quick test render of clouds imported from https://visibleearth.nasa.gov/images/57747/blue-marble-clouds (I used the 21600x21600 png) as a heightmap with height 64, using the Cloud: white heavy material. Rendered from above in Avoyd Voxel Editor.

Useful for creating skies for renders, image use policy on their site is 'freely available for re-publication or re-use, including commercial purposes'.

#Avoyd #Voxel

dougbinks,
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Slightly different render with less atmosphere.

dougbinks,
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Now putting the clouds to use...

dougbinks,
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Avoyd Voxel Editor render of Minecraft map Lisrina by Dannypan plus the NASA cloud layer.

I have added some smoke to the volcano caldera and surrounding area.

dougbinks,
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Same scene rendered at night.

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