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mcc, to random
@mcc@mastodon.social avatar

About to buy a UPS to address what I believe to be brownout conditions and I'm kind of frustrated that if you want high power draw you can only get it in the ones that have the fucking enormous batteries, like, 3 hours. I do not need 3 hours of battery. I need like… one to ten seconds, I think. I wish I could get one with high draw and a small battery and save some money and maybe some floor space.

dougbinks,
@dougbinks@mastodon.gamedev.place avatar

@TomF @mcc
There are high power density cell designs coming:

https://www.youtube.com/watch?v=zUI2kUgt_uQ

But yes, generally most cells have a maximum current roughly equal to their Ah capacity (i.e. 100Ah LiFePO4 has a max 100A rating).

sebbbi, to random

I was on vacation. Seems that Twitter is now called X :)

How is the gfx community doing here? Is it now the correct time to make the jump?

People coming to SIGGRAPH this year? First in-person conference for me in 3 years.

dougbinks,
@dougbinks@mastodon.gamedev.place avatar

@sebbbi I follow a fair few people but there's a number of gfx folk in there if you to go through my followers. There used to be tools to help auto-follow folk from twitter but I'm guessing the APIs no longer work for that.

aeva, to random
@aeva@mastodon.gamedev.place avatar

I spent a good part of the night reading about designing asynchronous task schedulers and I'm unsure if that's a good thing or not

dougbinks,
@dougbinks@mastodon.gamedev.place avatar

@aeva Feel free to look at my enki Task Scheduler enkiTS for inspiration if needed: https://github.com/dougbinks/enkiTS

dougbinks,
@dougbinks@mastodon.gamedev.place avatar

@aeva If you can use a C or C++ API then you could first try using enkiTS and go from there.

A single queue can be fine for a low number of threads or low number of large tasks.

dougbinks, to random
@dougbinks@mastodon.gamedev.place avatar

@bwrensch FYI The Avoyd .vox export latest beta will now not produce corrupt files if there is a 32bit overflow & give you an error, plus you can control the model size. So should be better for your needs.

Docs: https://www.avoyd.com/avoyd-voxel-editor-documentation.html#Export

Splitting things up into separate .vox files will take a bit longer since it needs different code.

dougbinks,
@dougbinks@mastodon.gamedev.place avatar

@bwrensch @juulcat Looks great!

Re: Wine, we might do a Linux version at some point - 99.99% of the code is xplatf, but I'm not keen on adding the release overhead of multiple platforms at the moment.

aeva, to random
@aeva@mastodon.gamedev.place avatar

sigh I think 🍊 is starting to get to the point where I can't stop pretending I don't need a task graph

dougbinks,
@dougbinks@mastodon.gamedev.place avatar

@aeva Not sure if it suits what you need but my permissively licensed C and C++ Task Scheduler for creating parallel programs enkiTS might work for you:

https://github.com/dougbinks/enkiTS

dougbinks,
@dougbinks@mastodon.gamedev.place avatar

@aeva sounds somewhat similar to what I do in Avoyd, which uses enkiTS. In don have to split some tasks which can't run completely asynchronously into parts and reissue the next part every frame.

daridrea, to programming
@daridrea@graphics.social avatar

deleted_by_author

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  • dougbinks,
    @dougbinks@mastodon.gamedev.place avatar

    @daridrea I've posted this on the GLFW forum (which I help run) in the share section (let me know it that's not alright and I'll remove it):

    https://discourse.glfw.org/t/learn-webgpu-for-native-graphics-in-c-with-glfw/2368

    One quick piece of feedback is that I think the title should be Learn WebGPU for C++ or similar to attract the right audience.

    dougbinks,
    @dougbinks@mastodon.gamedev.place avatar

    @daridrea I'm somewhat OK with the 'native graphics' part below the title, but the title alone is insufficient as most folk would assume the intended audience is web developers. Excellent content either way!

    steamgirl, to random

    Thank you for re-introducing roaming charges!

    I desperately wanted to pay extra when I'm on holiday! Finally Sovereignty! Free from the tyrannical rule of the EU that protected consumers and made things cheaper!!

    dougbinks,
    @dougbinks@mastodon.gamedev.place avatar

    @AngryAnt @steamgirl Three's UK operator does have decent free roaming, though they've increased the cost of their minutes/megabytes in the UK (and thus also when roaming).

    dougbinks, to random
    @dougbinks@mastodon.gamedev.place avatar

    @bwrensch I've updated the beta, and there's a hidden option for the .vox exporter in in the Documents/Avoyd/user.cfg config file. This is a text json file and if you search for ConstrainToMagicaVoxelSizeLimitations you can set it to false.

    Currently this will produce garbage output if the file size would end up over 4GB, as the ogt_vox.h library I use uses a 32bit buffer size - but I'll fix that later.

    dougbinks,
    @dougbinks@mastodon.gamedev.place avatar

    @bwrensch Just beware the 32bit issue... :)

    dougbinks,
    @dougbinks@mastodon.gamedev.place avatar

    @bwrensch For Minecraft files I found about 3k x 3k size works for me by first copying a box shape of that size, Save paste brush as world, reload that, export.

    If you have a crash can you send the AvoydLog.txt to support@enkisoftware.com ? I've not had it crash so far, just export garbage.

    dougbinks,
    @dougbinks@mastodon.gamedev.place avatar

    @bwrensch Found the bug with your file's help, and have updated the Beta. Many thanks!

    Note that the file you sent has some stray chunks so the AABB is pretty huge (Menu > View > World Properties). It exports to .vox and re-imports fine now with but you have to search a bit to find the main land!

    dougbinks,
    @dougbinks@mastodon.gamedev.place avatar

    @bwrensch The bug was one of those really silly ones, ended up deleting an array using the wrong pointer (I was swapping some pointers around when removing models). Didn't happen if the 0th model had voxels, which it turns out all my test cases did.

    Somehow my crash handler didn't get called, which I need to investigate later.

    dougbinks,
    @dougbinks@mastodon.gamedev.place avatar

    @bwrensch Thinking about it we may not need the JSON file, since all the models have transform information. So if you can load from a given directory the models should just position themselves correctly unless you re-transform on load.

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