Really impressed with Assassin's Creed Nexus. The VR implementation of AC-like mechanics is fantastic but what I really love is how it's basically become a mission based AC game. It has more in common with Thief, MGS and the like than typical open world style games in the series
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@gadirom_@ziyangwen It's the one you linked in the post you sent me (the browser game, I don't know if the renderer is released).
Normals and depth exist in 2D. But I don't know enough about how IS works. I assume it would work similarly.
@gadirom_@ziyangwen Ah nice. Yeah mine is very slow too. I think you could use some importance sampling techniques that 3D GI solutions use to make it faster. Impressive how fast kishimisu's browser version runs!
@gadirom_@ziyangwen I don't know how Wenzy does it (or if it's built-in Unity, I don't think so) but I have an implementation here: https://t.co/nXNRnp6x0e
Watch the first gameplay trailer of Assassin's Creed Nexus VR!
Uncover all-new memories from Ezio Auditore, Kassandra and Connor as you work to stop Abstergo from retrieving lost artifacts that would give them the power to manipulate peopleβs beliefs.
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@reduzio Hi Juan, are you able to give more info on how the solid/emissive/albedo maps are created? I'm not sure on the step to go from 2D rasterized images of the scene to a 3D texture of voxels.
Is Voxelization the technique used here?
@yaqwsx_cz The very odd thing is that the warping comes in pairs, when one warps, it warps its adjacent neighbor in the opposite direction. I guess that's because when it warps, it then creates turbulence in the resin that warps neighbors?
Tried adding rest time but didn't help much :(
@yaqwsx_cz Hi! Your post on resin printing are amazing and I'm learning so much from them.
In a video (https://t.co/07bn05jZNX) you're printing tall and thin objects. I'm trying something similar but mine get warped at various heights. Did you face similar issues? Any ideas?
@yaqwsx_cz Should be perfectly straight.
My best guess right now is it's some external vibrations, possibly from the downstairs neighbor. It's inconsistent, some have worked, and when it warps the height varies. I agree doesn't seem mechanical.
@SebAaltonen Yes I'm talking about main thread work too. We make sure they don't hitch (are consistent) and are no more than like 1% of the total available frame time (e.g. if we have 5ms for game logic per frame, each task is no more than 0.1ms).
Then, it averages and total variance is low.
@SebAaltonen It can be the only way to improve performance if that code is already well optimised, though. If enough systems use it, and you have a reasonably intelligent scheduler, it averages out and saves a lot of time for systems that can handle it (we use 3hz and 1hz groups).
@beast_pixels Yeah that's basically what the top image is. WFC isn't doing much except placing the correct tiles for the path.
But, any other solution without WFC would encounter the same problem, making a path that doesn't make best use of the tiles, or allow weighted placement.
Applying path constraints to my marble run generator is a tough problem.
Generating a path first then constraining WFC by it (top) ignores weights and biases inherent in tile setup.
Leaving WFC to generate a path (bottom) leads to invalid paths and loops if using forked tiles.
@runevision I agree it can sometimes be a trap. But I think it is helpful here. I need to get from a start to end cell, doing that by randomly placing tiles wouldn't work. If you predefine a path, you're basically back to the initial problem where the path doesn't make good use of the tiles.
@OskSta@ValakhP Yeah I really like how that works in Townscaper. It looks like you're somehow collecting faces from the constructed mesh, constructing a new mesh and enlarging it slightly. Doesn't seem to be based purely on the face normal though since details like chimneys are preserved.