Flyhy (@Flyhy3) profile picture

Making games go fast @TriangleFactory Github: https://teapawt.net/t.co/iffKMo1zbG (he/him)

Joined August 2019
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ffs @x removing dim theme makes the site borderline unusable for me. It was the only option that did not make my eyes bleed. Pls fix.
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Finally found some time to do some more odin/webgl programming. My triangle has evolved into a cube and became more powerful.
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Continuing to experiment with Odin. I'm hoping to create interactive projects on the web, so I'm learning how to compile wasm. Just arrived at the hello world of graphics programming. Hello🔼
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Turns out adding emissive materials is really easy. Just return the the emissive colour when you hit some thing emissive.
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More progress on learning Odin by making a raytracer Used a union to create a single list of boxes and spheres and a switch to determine type for the intersection logic. Also added some form of materials.
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Finally got non uniform scaling working, somehow this was more difficult to get right then I thought it would be. Spend an entire evening chasing a bug in the normals, only to try my first solution again it working.
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Went of script and added a new shape. Guess we're doing cubes now. box ray intersect code needs some extra work. I've probably come up with the worst way to do this 🤷‍♂️
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Aah good old diffuse lighting, nothing beats that. (progress on learning odin with the raytracing in a weekend book)
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I've been learning @odinlang by following the 'Ray tracing in one weekend' book and just arrived at the hello world of ray tracing.
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First impressions so far (as a c# dev) 🧵 Coming from c# everything feels backwards. I really prefer the c style of creating variables.
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This is the best my "For you" page has looked in quite a while.
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Well that's one way to spend less time on Twitter. Seems like the migration to x.com broke twitter on firefox. (No I'm not gonna turn off tracking protection) @X #Firefox #x
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No video thumbnails loading might be the cleanest version of the new broken youtube layout yet 🙃. #YouTube #Layout
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Got animated ragdolls somewhat working :) #madewithunity #gamedev
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Bought some Synty assets in the current humble bundle. A perfect opportunity to learn how to make active ragdolls :) #madewithunity
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Replying to @YouTube
@YouTube Why did you scramble your entire layout? I'm never happy with layout changes but this one takes the cake for unusability. Absolute dog water!
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I created my own package to create and update playable graphs from code. It can calculate weights for state blends, linear blends and freeform cartesian blends. Probably not useful in its current state. Maybe it can be used as reference for others :) github.com/JonathanWouters/A…
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Documentation is lacking but wanted to push it online so it doesn't just rot on my local pc.
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Did you know ProfilerMarkers have an auto scope option? just use ProfilerMarker.Auto() in a using block. No need to call begin / end! Super useful for methods that have early returns. #unitytips #unity3d
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So I tried running this myself since these numbers seem to be in editor. When in a build compiled with Il2cpp there seems to be little difference between the 2 methods. (I would always recommend building with il2cpp if you are worrying about the speed of a cross product)
Reposting to my feed so everynyan can see: I've made a maffs-library that at worst has parity with Unity.mathematics using Burst, but outside of Burst is >20x faster on average. Seems inlining is the way to go... ;w;)/
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Interestingly when compiling with burst @Colonthreee's inline method seems to give slightly better performance. (and I'm not sure why, I should look at the generated assembly sometime)
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Why is windows so intent of adding a search field on my taskbar every update. Pls just keep everything the way it is. Or at least fix your broken search function first. #Microsoft #Windows #WhyDoesSearchOpenAWebBrowserWhenImlookingForAFileOnMyPc
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When working with unity playables and you really want to squeeze out a bit more performance you can use reflection to bypass some internal safety checks when setting weights. 🧵(1/3) #unitytips #unity3d
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If you follow the path down, you'll find that the important method that actually does the work is called: SetInputWeightFromIndex_Injected You can make your own delegate that directly invokes this method.🧵(2/3)
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My brother in Christ you are on the main thread. #unity3d #notlikethis
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So that was a fucking lie
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