When the power of both x- and y-axis is the same, you can read the exponent of the relationship from the gradient: 45°-angles = arctan(1) are linear relationships, 63.4° ~ arctan(2) is quadratic, and so on.
2/2
Further reading: https://t.co/7DgjqDdCYQ
@georghenzler
Hey, I saw your adaptTo-talk https://t.co/W3ZEpL9sxN, and noticed a small error at ~15:20, and thought you might be interested to know:
in a log-log-diagram, any linearly appearing line isn't necessarily a linear relationship, but a polynomial one. 1/2
I (love to) have signed the "Stop Destroying Videogames" initiative ♥ https://t.co/GY8LAlNBMI
Sign it and maybe share it!
#FckUbisoft (I bought The Crew) #FckIOI (I wanna play Hitman without restrictions offline)
I just created an image to SVG converted, because all online ones that I tried (the first three ^^) didn't support colors well 😁.
You can try it yourself here: https://t.co/PU9CGPUgKf
@Noia@tsoding Branch prediction isn't expensive because it has to predict a branch. It's expensive, because you did work that you thought, you'd need, but actually didn't (and now your pipeline is filled with garbage, too).
"Optimizing" by inheritance is way worse. Dynamic calls are expensive
@tsoding As an ex-CS student: I don't love them, I never liked them. Because I know click-n-run from the world of Java and anything less comfortable seems insane to me 😅
UV-Baker now supports the GPU, which makes it a lot faster for large resolutions 😊https://t.co/W6LbGmE6kK
#UV#Baking#NormalMap#Blender (because it's an alternative to the horrible Blender UX/performance when baking)
Freehand Editing is now available in Rem's Studio 1.3.0😃
Short Instructions:
- prepare to edit your value
- start playback
- edit the value life, and watch as keyframes are added to the timeline
Big upgrade to reading Blender files in Rem's Engine 😁: Some embedded textures are now supported.
The following image from one of the sample scenes, was loaded from a single file, completely within my engine.
@frozeindev To check whether your depth calculation is correct, I'd recommend you visualize color = fract(pos), where pos is the calculated 3d world position based on depth.
pos = length * quatRot(camRot, vec3(1, (uv*2-1) * tan(fov/2))) (or something very similar)
Rem's Studio 1.2.0 is out 🤩🎉
Now with integrated GUI for yt-dlp: you can now download video and audio resources from a wide selection of platforms 😊.
Ofc, there are bug-fixes, too, like cameras not being clickable, and audio mono-support breaking.
#opensource#videoeditor
@ehansalytics@nealagarwal If you feel too lazy for that, you can look it up in the "Network" tab in the dev console, because it needs an API for that. There, just search for "wordle", and you get the answer 😊:
Rem's Engine now supports environment maps in both deferred and forward rendering 🤩
Below, you can see an environment map being used on that sphere to give the correct reflection of the glTF sample helmet.