Sethayy

joined 1 year ago
[–] Sethayy 14 points 4 months ago

Single party recording consent laws if you're lucky

[–] Sethayy 1 points 4 months ago (1 children)

Hey might wanna look at your reading comprehension then, hating China 'cause China' is racist - judging them for their race.

Hating them for being competition is facist.

Isn't there some concept of a free market or are you too much if a commie for that?

[–] Sethayy 1 points 4 months ago (1 children)

Like every other factory they've already pushed to cheap Chinese labour?

The only difference now is the label says "made and designed in China" instead of the good ol patriotic "designed in California made in china"

[–] Sethayy 3 points 4 months ago

Yeah maybe this would have made sense in... The 50's?

Everyone has nukes nowadays. If even one of these EV's is half as dangerous as a Tesla, I'm sure the army of american racists will ban them to hell and back.

And if things ever escalate, China loses their biggest golden goose, the american market, only hurting themselves in the process

[–] Sethayy 2 points 4 months ago (3 children)

Yeah the good ol China bad argument, very scientific.

Ya know if you hate someone just cause their race, it does in fact make you racist - even of they're the 'bad guys'

I just fuckin wish we had more competition earlier, the current US centric market for everything ever sucks

[–] Sethayy 6 points 4 months ago

'This falafel's dank' just reads to me like the falafel fuckin reeks (of weed at best)

[–] Sethayy 3 points 4 months ago* (last edited 4 months ago)

Usually modern shader displacement attempt to create a continuous mesh, to not have to deal with backfaces or unnatural vertex breaks, but this technique can also be used (funny enough much simpler) to break meshes apart.

Linking a screenshot here I made for another comment in this post, this test project I used the shader code in the vertex shader

VERTEX += NORMAL * (sin(TIME)+1.0) *0.1;

(Should be noted the mesh breaks apart into squares not triangles because the normal of the two triangles in a square is equal)

[–] Sethayy 2 points 4 months ago* (last edited 4 months ago) (2 children)

The vertex shader is low enough level that it has no concept of shared vertices (nor really anything above triangles for the GPU), so this will work without individual meshes.

Here's a quick test project I made using a single cube mesh and the shader code

VERTEX += NORMAL * (sin(TIME)+1.0) *0.1;

[–] Sethayy 10 points 4 months ago* (last edited 4 months ago) (1 children)

I'd reccomend doing it in a vertex shader to not destroy performance by either always having that many meshes loaded or creating a lag spike on death (by having to create as many meshes as vertices). This is because Godot is fairly high level, so all of its inherit classes have some overhead, and when used (abused?) to this degree it becomes noticeable.

You'd have to know some vector math to make it customisable, but for the flame one I'd take each vertex move it down x units each timestep, clamped to the floor's height

Edit to include an exploding example I made elsewhere in the post

void vertex(){
    VERTEX += NORMAL * (sin(TIME)+1.0) *0.1;
}

[–] Sethayy 1 points 4 months ago

Assuming they use the same architecture performance wouldn't be too much of an issue, my main gaming PC runs under QEMU technically

[–] Sethayy 0 points 4 months ago

Canada's kinda a joke tho, were just america cosplaying as europe cause it makes us feel good - but just gives us twice the drawbacks and the rich twice the benefits

(I just want a fucking apartment without going in debt, is that too much to ask)

[–] Sethayy 5 points 4 months ago

But then those years of 'EU is harming technology evolution' propaganda would be wasted, and we can't have investments like that just go to waste

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