Jag har nyss snackat med Henrik Alexandersson. Imorgon tänkte jag ta ett möte med Rick Falkvinge. Ska seriöst titta på detta.
Min tanke är isåfall att ha en grupp piratpartister/libertarianer som hanterar all metadata. Om myndigheterna begär ut något ska det gå genom den gruppen. Och försöka bygga infrastrukturen på sådant sätt att endast den gruppen har åtkomst och rådighet över sådan känslig data.
Jag tar gladeligen emot idéer och tankar från folk. Om inte annat är det en kul övning att titta på hur man kan sätta upp en ny ISP.
@romero The real sad thing is that there will be no community hosted Quake Champions servers, nor will there be any open source evolution of the game client.
Maps of legendary size also work, but oversample during preview is probably best postponed to when NVIDIA RTX 6090 is available. Allocations will however overflow to system RAM so it will work.
A couple of years ago I got into Quake map making, and it's been frustrating to see my GPU sit idle while my CPU cores heat the room by multiple degrees. Last year I did a proof of concept that did work, but I never took it to conclusion until this spring.
While it does have a headless baker, it also contains a preview application that bakes what's in view for fast feedback to be able to iterate fast.
One of the drivers behind this is that I think that excellent mappers settle with worse lighting than what they can, because they cannot wait for yet another bake.
Another driver is to have a solid library to integrate into an engine for generating directional lightgrid on first map load, as such data is too big to write to a BSPX lump while keeping QuakeWorld download speeds sane.
The code is written in Rust, with great success of using Rust-GPU to also write shaders in Rust. It's not completely done yet but hopefully by sharing this, I'll pressure myself to finish it in a not too distant future. Just some more code cleanup and some minor bugs to fix.
The result is not completely matching ericw-tools, but it's close enough for it to be valuable to iterate on lighting.
By only rebaking surfaces in render scope when changing settings makes tweaking lighting in larger maps feasible. Indirect lighting is limited to one bounce for preview, but is configurable.
Apply rebakes all surfaces and all their styled layers. Again, with QuakeWorld in mind, styled layers is limited to at most the original four.
Together with @grok 4 I managed to produce an algorithm that generates Quake 1's anorms.h normals in the same original order it needs to be. This GPLv2 array has been been copied to countless projects over the years, but can now be generated.
https://t.co/jvQ33W6OLi
Would be wild if @ID_AA_Carmack could explain what the original code looked like in contrast to what I came up with. The iteration order is very weird.
Currently hacking on a Vulkan based lightmap baker, but not today as I'm traveling with my MacBook that doesn't do Vulkan. So an hour ago I asked Claude what mesa's kosmickrisp Vulkan to Metal layer lacks and told it to fix it and pointed it to the Vulkan examples repo to try it out with. Might get something done after all. #kosmickrisp #mesa #vulkan
btw, did you know that FTE supports Quake 3 and WebRTC which should provide a much much less laggy experience than relying on WebSockets. While I haven't tried FTE's Q3 support in the browser, the QuakeWorld experience is top notch minus the browser input-lag, might be worth playing around with. Here's a demo of the QW support hosted in Sweden, https://t.co/SBpyg63Qir (using shareware + free assets). To get a non-laggy experience if you're far from Sweden you can open two browser windows (not tabs as background tabs pause networking) locally or on the same lan (atm, traversal should work), create a server via the menu in one of them and have the other browser window join the game.
@levelsio@DanielLockyer@marckohlbrugge For other Quake in browser goodness, there live multi-pov spectating of the thriving QuakeWorld community over at The Hub. Unfortunately the dominant server does not support WebRTC yet so only spectating. https://t.co/gF5NmyUsAw
@exQUIZitely Fortunately the QuakeWorld esports scene is still alive, with tournaments, LAN-parties, and also multi-pov spectating live matches and recorded demos directly in the browser, https://t.co/gF5NmyUsAw
@discord_support Thumbnail and big view for HDR PNG (HLG) uploads have faded colors on Windows. It's not until zooming one step deeper it shows accurate colors, maybe it shows the original then? Android client otoh shows eye scorching HDR colors all the way from thumbnail.
22 years ago I setup my first 6bone based IPv6 tunnel, a few years later moved on to a Hurricane Electric tunnel, keeping the hope alive of some day having native IPv6 on my fixed network, and this week, the wait is finally over @BahnhofAB ❤️