Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
If these are going to be embedded inside the actual API documentation them I'm totally against it. Whilst they are very cool, they do make the entire process slower.
If they are just going to be links, then that's all good by me
I think the api itself shouldn’t have them, but they can be useful for guides, demos or tutorials. Anyhow they are just tiny tags within the wiki text, if that’s your concern, and they don’t block the page loading.
Both within 7 seconds here (cached) on a fairly slow internet connection.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
@hgy29 Why are examples loading so long in the browser?, How to accelerate them?
Actually there can be various reasons: 1) It is a super powered player with all plugins included: slower to load and initialize. It should be possible to mod the code to be able to pass a list of used plugins instead. 2) I put two players on the same page, and they load in parallel: obviously it doubles CPU requirements. Minimal loading with a 'play' button to launch the code would be good! 3) It is of course dependant on your machine horsepower: my development computer is a quite decent one (although already a few years old), with a Core i7 4C8T @3.6GHz with 16GB of RAM. The whole page loads in 3-5s with assets cached, and 6-9s without cache.
Edit: with a single player on the page, it takes just 2s to load (cached) on my pc, so it mostly comes down to CPU requirements in the end
@hgy29 Why are examples loading so long in the browser?, How to accelerate them?
Actually there can be various reasons: 1) It is a super powered player with all plugins included: slower to load and initialize. It should be possible to mod the code to be able to pass a list of used plugins instead. 2) I put two players on the same page, and they load in parallel: obviously it doubles CPU requirements. Minimal loading with a 'play' button to launch the code would be good! 3) It is of course dependant on your machine horsepower: my development computer is a quite decent one (although already a few years old), with a Core i7 4C8T @3.6GHz with 16GB of RAM. The whole page loads in 3-5s with assets cached, and 6-9s without cache.
Edit: with a single player on the page, it takes just 2s to load (cached) on my pc, so it mostly comes down to CPU requirements in the end
I have a weak computer, but games created in unity load much faster ..
I thought unity was using a plugin (not html). This is why they are in trouble with pure web games and had to launch Unity Tiny (which isn't working well yet from what I heard).
it's much faster. i also prefer to have the play button, and before you press it, it should not load anything. it's just distracting that everything moves around immediately, the same thing as with animgifs and autoplaying videos on homepages.
@hgy29 I noticed that in the first example - the shadow works incorrectly, it should be blurred when the object is far from the surface, and become clearer as the object approaches the surface
@oleg Yes, shadow alpha should be changed depending on distance
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
@hgy29 I noticed that in the first example - the shadow works incorrectly, it should be blurred when the object is far from the surface, and become clearer as the object approaches the surface
It works correctly (I mean it work as expected the way I wrote it), but my depth texture is too small (1024x1024) to cover the entire region with enough precision.
Is the depth texture 1 bit? If not then could the distance not be stored so that the alpha can change - making the shadow fade as it gets further away?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
The depth texture stores scene distance from the light perspective, to be compared with each scene object from the camera perspective. if the pixel rendered from the camera perspective is farther from the light than what the depth texture recorded, then it is obscured by some other object, that is in shadow. I never seen the distance (from the obscuring object) being taken into consideration in any tutorial I read about shadow mapping, but that could be done I think.
If this happens and shadows overlap then the distance for each could be mixed together to make a darker shadow.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
I never seen the distance (from the obscuring object) being taken into consideration in any tutorial I read about shadow mapping, but that could be done I think.
Is the depth texture 1 bit? If not then could the distance not be stored so that the alpha can change - making the shadow fade as it gets further away?
In addition to changing the transparency, the shadow should be blurred - when the object is long Distance from the surface
The difficult thing is to create that occlusion map (your first image)
The occlusion map is baked into the textures of the object when modeling, you do not need to model it separately, but the incident shadow from the object does not take into account the occlusion - you just need to blur the incident shadow on the distant objects
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If they are just going to be links, then that's all good by me
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Cached items - loaded for 19 seconds - is too long
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1) It is a super powered player with all plugins included: slower to load and initialize. It should be possible to mod the code to be able to pass a list of used plugins instead.
2) I put two players on the same page, and they load in parallel: obviously it doubles CPU requirements. Minimal loading with a 'play' button to launch the code would be good!
3) It is of course dependant on your machine horsepower: my development computer is a quite decent one (although already a few years old), with a Core i7 4C8T @3.6GHz with 16GB of RAM. The whole page loads in 3-5s with assets cached, and 6-9s without cache.
Edit: with a single player on the page, it takes just 2s to load (cached) on my pc, so it mostly comes down to CPU requirements in the end
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
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But really... who gives a toss about unity?
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Fragmenter - animated loop machine and IKONOMIKON - the memory game
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
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@keszegh it defaults to autoplay being off.
@oleg Yes, shadow alpha should be changed depending on distance
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https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
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https://play.google.com/store/apps/developer?id=razorback456
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