@BdoubleO100 Inspired by this video, my son just started building his first custom tree!
I started watching almost a decade ago, and now get to share with him. Your videos have become even more phenomenal over time—cheers!
i'm making a next gen open world roguelike with a persistent world. elevator pitch impossible, but:
politics-first world building, generated aristocrats, peasant revolts, combat and noncombat playstyles. emphasis on lo fi, high art procedural generation.
#PitchYaGame
@lorenschmidt They are here: https://t.co/bvrTefQqZz
In particular in the keymap.c file. It’s a little annoying to get the build process set up, but the documentation on QMK’s webpage is pretty good. This also contains a lot of code for custom pointers.
@lorenschmidt I'm loving watching this! What is the rule format you're using here? Looks like it is totalistic, but I'm not sure what "2" would mean then.
@lmsysorg@AnthropicAI I’d love to see Haiku on the board as well! In my testing, while clearly not a flagship, for the low cost/ high volume tasks it is dominant over things like Mixtral. Are there plans to add it to the board?
@lorenschmidt I think it is fine to leave it this way? The changes that need to be made are outside the shader itself, in particular setting the texture type as a float texture. This will likely be specific to the engine etc being used.
@voidshaper@lorenschmidt But anyway, even a 4x4 Bayer matrix for dithering, or interleaved gradient noise will essentially kill the banding with basically no performance impact. Only matters if displaying these smooth gradients is your goal
@lorenschmidt@voidshaper Yeah same! It was beautiful, particularly on the voodoo 2!
No volumetric stuff involved (except dust clouds depending on your definition) all just a few hundred triangles on a sphere at infinity (more accurately a camera centered sphere of finite radius that didn’t wire depth)
@lorenschmidt I then upgraded to a GeForce, which I was extremely excited to do since it was much faster, but I didn’t know it had no dithering. The banding drove me nuts! I’ve been very sensitive ever since, and find this sort of thing very obvious.
@lorenschmidt Yes, this has been a problem for me with dark gradients forever! I played a lot of Homeworld in the 1990s, and that game has a ton of smooth gradient triangles to show nebulae in the background. I first played on a Voodoo 2, which dithers be default in hardware. 1/2
@lorenschmidt When it says things like “generate 12 uniform random variates” that’s just stats speak for what random() returns in most programming languages (a number in (0,1))