Posts by Ronflaix@mastodon.gamedev.place
(DIR) Post #B4A2XVFlvLJpa309j6 by Ronflaix@mastodon.gamedev.place
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@davidrevoy bravo. The magic spell, just bravo.
(DIR) Post #B4RZwVeKBkjwDsKuOm by Ronflaix@mastodon.gamedev.place
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The most cursed thing C/C++ I came up by myself is abusing the lifetime of temporary variable to scope an actual expression with the variable's side effects. For stuff like ImGui, having scoped modifiers like those is pretty nifty but hella cursed# include <print>struct Foo{ Foo() { std::println("Foo();"); } ~Foo() { std::println("~Foo();"); }};void bar(){ std::println("bar();");}int main(){ (Foo{}, bar()); return 0;}// https://godbolt.org/z/vdEoeqerf for reference
(DIR) Post #B4RZwWRbEY9gghOGCe by Ronflaix@mastodon.gamedev.place
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(I know there is stuff like Duff's device that really feels like gazing at abysses but that little gem is just something that came up by itself, I didn't try hard to cook.)
(DIR) Post #B4cTd6g4LZhqHm4mvo by Ronflaix@mastodon.gamedev.place
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Stretching my Lua muscles. Scrolling the grid is supported, with the indicators staying on the sides of the screen.#picotron
(DIR) Post #B4gn1UNiXjS4Vufj3w by Ronflaix@mastodon.gamedev.place
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More doodling.#picotron
(DIR) Post #B55KbI6pbo7L9qUWhc by Ronflaix@mastodon.gamedev.place
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Spying this sprite pack for prototyping a character object https://erisesra.itch.io/character-templates-pack
(DIR) Post #B55KbIS6Kj8CDoRVr6 by Ronflaix@mastodon.gamedev.place
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Works fine. Let's see how it'll go from there.#Picotron
(DIR) Post #B5WQ9MISI9LZ1tuVNY by Ronflaix@mastodon.gamedev.place
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@Siph at this point JoJo is just ora ora farming
(DIR) Post #B5Yf3XreG3DOnTyfGi by Ronflaix@mastodon.gamedev.place
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@kenney Very Likable Cone
(DIR) Post #B6YQuA8pjktn3fAALY by Ronflaix@mastodon.gamedev.place
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Reworking my engine to split the mesh CPU data from the Mesh class that holds the GPU buffers.I also switched to u32 indices for now. I feel like I'm doing a mistake so I'll just pack u16 indices in the same buffer and have a flag to decide which size to pick.
(DIR) Post #B6YQuAzeZN9LhTsLg0 by Ronflaix@mastodon.gamedev.place
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Lol the mesh file (basically a list of fat vertices and a list of indices) weights almost 500MB.
(DIR) Post #B6mSoAAM8CdqshKc2S by Ronflaix@mastodon.gamedev.place
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Bone weights on vertices should be normalized most of the time, if not all the time, right?
(DIR) Post #B6mSoAOXHTz5afxw8m by Ronflaix@mastodon.gamedev.place
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I'm thinking about packing 4 bones and 3 weights in a float4: .x is an u32 with the bone IDs packed and .yzw would be the weights for bone 1-3. You'd derive bone 0's weight by solving a Pythagorean equation.That, if the weights are effectively a normalized vector of 1 to 4 components.
(DIR) Post #B6mSoBBoKHOq3V1Hwe by Ronflaix@mastodon.gamedev.place
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I'm hesitating between using 0xFF and 0xFF as index for an invalid bone. 0xff is the classic case but 0x00 could allow me to still evaluate and mask the calculation easily given that it's going to almost exclusively be the root bone, if that would improve vectorization
(DIR) Post #B6tyYneY6p1nM1tLcW by Ronflaix@mastodon.gamedev.place
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I glitched the source animation for almost all chain-ending bones but oooh, reading from the animation and drawing the skeleton works!#gamedev