Feels like missing a step. A habit made for a reality that no longer exists. =<
Feels like missing a step. A habit made for a reality that no longer exists. =<
I 100% understand how the flow went originally. "Hey, we use matrices for objects, lets allow vertices to be parented to multiple objects!"
But in practice, the quality and workflow suck.
I 100% understand how the flow went originally. "Hey, we use matrices for objects, lets allow vertices to be parented to multiple objects!"
But in practice, the quality and workflow suck.
I've had a similar vampire concept in my back pocket about seeing the long term consequences of actions over decades.
Long time periods are under-explored.
I've had a similar vampire concept in my back pocket about seeing the long term consequences of actions over decades.
Long time periods are under-explored.
It's usually a combination of game state and controller based prediction, since that works extremely well.
It's usually a combination of game state and controller based prediction, since that works extremely well.
You have the normal input->gameframe->renderframe->gpu->present delay, then on top of that add a whole extra frame and readback before that input can even hit the cpu to be used. so your having to predict quite far ahead.
You have the normal input->gameframe->renderframe->gpu->present delay, then on top of that add a whole extra frame and readback before that input can even hit the cpu to be used. so your having to predict quite far ahead.
And if your having to render an camera for every single player you run into cpu draw call overhead. =/
And if your having to render an camera for every single player you run into cpu draw call overhead. =/
A pile of lessons learned, even if it's a bunch of broken pieces.
A pile of lessons learned, even if it's a bunch of broken pieces.
It did not make me feel better.
It did not make me feel better.