@souper_deluxe @ThePrimeagen yeah, but you don’t expect quiet operation, low power consumption and resources left for other programs when you’re running a game.
@MusicOfLee i agree and personally I would love the performance, but can anybody explain how is that statement sexist? is the dude saying it a known sexist?
@TheGingerBill chances are, provided examples are not even equal.
i can't be bothered to verify, but Java version may create more garbage due to enumerators being allocated, making things slower.
go version may have more cache hits due to loops accessing data sequentially.
can someone verify?
@whidzee@Acerola_t the grass code-wise is almost the same as Acerola's video, including the c# part, without the physics
to break down this one:
shell layers are in 12-16 range
lightning-wise, it's unity URP's blinn-phong
here you can see that shell colours match terrain under it:
@whidzee@Acerola_t I think if I make the texture 64x64 and single channel, theoretically it should fit into the texture cache and not cause too much slowness? dunno yet
@whidzee@Acerola_t I don't remember if Acerola had it in his video, but each grass blade uses waay scaled down version of this texture to discard pixels, instead of just 'distance to center'
this gives a slightly smoother look.
i might drop it though if it will be too bad for performance.
@whidzee@Acerola_t thanks! the trick in this one is using the ground texture underneath as a base map for shells
i also tried to make moss, but it doesn't look anywhere that good, maybe because it doesn't match the colour underneath?
@mycoliza yeah, but Postgres has to maintain compatibility with the SQL standard (to some extend), and with older versions of itself.
so some of that is legacy, or exists for compatibility, so it’s great that there’s an option it it’s not the best practice
@xsphi the problem is that they lobbied the web standards to be ridiculously complicated so that competition cannot emerge without substantial investment, creating a soft monopoly
competition should be able to not comply with the whole standard (like linux does with posix)
@theogramme_dev exploration! that’s often my favourite part in games.
encourage players to go somewhere, find something, meet someone, solve a puzzle, wonder what a certain thing is for, and so on
@FreyaHolmer if there’s a grid width value alongside the buttons, then + and - increase and decrease the value.
else, make icons with sparse and coarse grid.
like [#] and [⋕]
@FreyaHolmer for me personally, I probably wouldn’t buy the standalone version because, as others pointed out, I already have blender..
but as a Unity plugin I’m 100% interested, it would offer a unique workflow that you can’t really have otherwise