Fan of creative coding, OpenUSD, and 3D animation
otterstack.com
There's likely a better coordinate system (I'm trying out cylidrical with the back-facing coords gone).
I also wonder if there's a demoscene that did this before (like a VGA palette swap or sth)
There's likely a better coordinate system (I'm trying out cylidrical with the back-facing coords gone).
I also wonder if there's a demoscene that did this before (like a VGA palette swap or sth)
I'm gonna update it, because to be fair, I did say it wrote better Python code... at the time. But I found out the OpenEXR code it made could've been done in 1-2 lines instead of 20, had I actually read the "Hello World" in the official docs
I'm gonna update it, because to be fair, I did say it wrote better Python code... at the time. But I found out the OpenEXR code it made could've been done in 1-2 lines instead of 20, had I actually read the "Hello World" in the official docs
I disclosed trying it, and 95% of the project was hand written.
I disclosed trying it, and 95% of the project was hand written.
I wonder if this is a bad idea... :D
(I also tried using the new OpenVDB grids because I think that'd be the best option, but I can't figure out a way to store individual voxels)
I wonder if this is a bad idea... :D
(I also tried using the new OpenVDB grids because I think that'd be the best option, but I can't figure out a way to store individual voxels)
blog.otterstack.com/posts/202212...
The WAD and generation source code is on my GitHub: github.com/nukep/doom-c...
blog.otterstack.com/posts/202212...
The WAD and generation source code is on my GitHub: github.com/nukep/doom-c...
Their answer was a shrug, but a very thoughtful shrug. The camera space is always +Y. For assets/objects, it's 🤷.
forum.aousd.org/t/left-up-fo...
Their answer was a shrug, but a very thoughtful shrug. The camera space is always +Y. For assets/objects, it's 🤷.
forum.aousd.org/t/left-up-fo...
The message becomes "We don't care about quality or the creative process - we only care about *simulating* quality".
The message becomes "We don't care about quality or the creative process - we only care about *simulating* quality".
- Multiplication is approximated using logarithm lookup tables. This is because the CPU has no floating point numbers... or a multiplication instruction!
- Self-modifying code is used for the shader
- I used Blender for lookdev and to generate the final normal maps
- Multiplication is approximated using logarithm lookup tables. This is because the CPU has no floating point numbers... or a multiplication instruction!
- Self-modifying code is used for the shader
- I used Blender for lookdev and to generate the final normal maps
A playable demo is in my blog post: blog.otterstack.com/posts/202512...
A playable demo is in my blog post: blog.otterstack.com/posts/202512...