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Who puts pricing under docs/ ?


Wow, that's exactly what I have, a MODI 2. Time for a change I guess


Look, if it works for you and you're happy with it - keep it. More power to you.

I just know that if I handed over something with such shoddy soldering to a customer, I'd lose my job or at the very least lose soldering privileges. But I am working with things that cost slightly more than 99$ that you can't find on store shelves :)


Topping DX3 Pro+[0] is a well-reviewed alternative.

0. https://www.audiosciencereview.com/forum/index.php?threads/t...


Entities that can't be picked, don't write to the texture, entities that can be picked, write to the texture their id. Whatever is closer to the camera will be the id that stays there (same as a color pixel, but instead of the object color you can think object id). So you are limited at one ID per pixel, but for me that works.


Right, it's the same z-buffer problem of deciding what pixel color is visible, with a non-blending buffer update mode.

To be totally coherent, you have to draw the entity ID in the same order you would draw the visible color, in cases where entities could "tie" at the same depth.


Well, it's significantly easier to implement than a octree. Game is actually 3D under the hood, projected at a careful angle to look isometric 2D.

The reason the game is 3D has to do with partially visible things being way easier than with isometric textures layered in the right order.

Also, now that i just grab a pixel back from the GPU, it's no overhead at all (to construct or get the data for it).


I assume for the picking system you're rendering each entity/block as a different color (internally) and getting the pixel color under the mouse cursor?


"Color" is pretty much just "integer" to the GPU. It doesn't care if the 32-bit value a shader is writing to its output buffer is representing RGBA or a memory pointer.


Yes


Let’s be honest, LLMs aren’t yet ready to replace engineers. However it’s prime time to replace your average manager with one


Cue in Talking heads - once in a lifetime


I played lots of quake2-3 but that wasn't the golden age. Now you have even better selection for competitive gaming, like CS Go, valorant with their 128 ticks/s servers.


I'd actually love to do a more in-depth presentation of the internals and how stuff works together. Who knows, maybe in a future post :)

If you have any specific question, I could try to answer it here.


You can easily tag imgui update/render times in profiling sessions. Then they are isolated from the rest of the work that's happening.


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