slipher
slipher
> For this specific case, we can change every string to a std::string and this specific problem will not happen again. Not ideal, because then you have to write serialization...
It's worse than I thought with 2.0.22. The bug occurs after every cgame restart, even if you keep the mouse in the window. I think I'll hold back SDL to...
> The SDL 2.0.22 part would hopefully be solved by #600. The symptoms of these bugs don't look similar to me :\
So I expected the coordinate system for normals to be like this:  But the y-axis (green) actually points in the opposite direction, giving us (against convention) a left-handed coordinate...
In my prototype I decided to keep VMs as a separate process for a few reasons. For one, it will be possible to kill unresponsive VMs - there is no...
I actually had it going with separate processes already. I found that the path of least resistance since I could reuse a lot of the NaCl code, and I didn't...
Oh I just remembered what the actual biggest issue is - the shared memory block between sgame and server. There is no way to use shared memory directly from a...
I suspect that for VMs we will want the highest possible degree of control, and so won't want to use a wrapper library. RLBox seems interesting for other parts of...
I think "screen-space" means that it is a post-processing effect operating on the entire screen at once, so there is no operation on individual textures.
I was wondering if SSAO even makes sense in a game with pre-computed lightmaps. Probably most of the recessed areas it detects would be the interaction map geometry with itself,...