added a rudimentary egui integration on top of my existing wgpu rendering. Not sure i'm a fan of immediate mode guis but it seems to work well enough for my immediate purposes
Played around with generating UVs, and re-exporting the polygonal mesh for baking light with Cycles in blender. Also want to see how well LuxCore supports baking.
Ported greedy meshing over from C++ to Rust.. this was a challenge to make fit. My programming world view is based around a dangerous, unsafe, 'just reach into memory and mess with it, bro' mental model that seems like the antithesis of the one rust requires me to employ.
Still messing around with Rust+WASM - fixed a bug in wgpu-rs, ported some voxel loading from my Vulkan engine.. I can certainly get stuff done with rust, but writing it feels more like hard work than creative flow. More time required i suppose.
Thought i'd see what the cool kids have been fearlessly shilling - heres some rust code running natively via wgpu-rs, and on Chrome with WebAssembly + dawn. I would say, coming from raw Vulkan/C++ - I'm liking WebGPU as an API, but sadly, rust has yet to really win me over.
@Metapilot_app@cryptovoxels Would it? it was my first thought because i wrote the meshing code used here, and i've seen it crash under similar circumstances. Not sure how/why anyone else would make the same guess.
@mikeforbes I'm gonna be the lone voice of reason here and say.. yeah man, you totally should just run a dedicated postgresql instance for the various things at home that need it.
@desertflame18 @reduzio As someone who has plenty of professional Vulkan (and Godot) development experience - I can tell you that we are, indeed, on twitter.
Adding more features to my @luxonis DepthAI integration into @godotengine. Here is on-device MobileNet identifying objects, along with RGB pointcloud projection, and sparse corner-points tracked with optical flow. Lots of UI switches to implement :/
@haagch42@mozilla Wow, its coming up to the 4 year anniversary of the work I did to bring up WebVR on Firefox - which did result in a 'hey cool this actually works' result - and literally nobody, from mozilla or anywhere else has ever tried to contact me or engage at all on this during that time.
More work done on @godotengine + @luxonis DepthAI camera stuff - live coloured pointcloud projection in place, next stops - AI object recognition and feature tracking
@thaytan@Wallbraker@godotengine https://t.co/zsen5oSDXs - note the previously mentioned issues, this is just some personal WIP right now but i hope the code is useful/interesting to you?
I have been playing around with writing a GUI for my DepthAI cameras in @godotengine Sometime soon I will add live pointcloud projection and AI-detected object localisation for integration in 3d scenes
@thaytan@Wallbraker@godotengine Its a bit rough, in that i have only set up scons for compilation on my mac and paths to depthai-core are hardcoded, but as a code reference, if you feel its useful ill whack it up on gitlab. standby.