jakubtomsu
No user record in our sample, but jakubtomsu has activity below (stories or comments). Likely we have partial data — the full bulk-load will fill profiles in.
No user record in our sample, but jakubtomsu has activity below (stories or comments). Likely we have partial data — the full bulk-load will fill profiles in.
(collisions are by far not the only issue here, it's just the first one you run into)
Extrapolation has some very serious drawbacks in action games which make it unusable though. You cannot just move entities forward in time by velocity*delta, because that ignores all collisions with the world. So you…
that's a cool idea! However it does mean I would still have to write the interpolation code which is not fun. But it's a good way to solve the latency issue for sure. Thanks for the idea, I'll add a note to mention it…
I switched from raylib to Sokol some time ago and it's the best. Super simple and single header C code, no dependencies, cross platform code and shaders, etc etc. I've shipped a steam game and I plan to continue using…
Thank you! I also included the GPU trace from PIX just now, for the sake of completeness
Odin supports WASM and some people use it for games and other apps. For example Spall (https://gravitymoth.com/spall/spall.html) is written 100% in Odin and runs in the browser. Sokol is very nice indeed. I love it…
Yeah you're right, there isn't really any anti-aliasing in the world-space pass. I made sure the text and UI have AA since that would be really bad without it. But the tanks and the terrain don't have it, because it…