Teeworlds
discord.gg/teeworlds / general
Teeworlds Discord Server.
Between 2020-10-30 00:00:00Z and 2020-10-31 00:00:00Z
slapticles
2020-10-30 12:11:43Z
yoyo
12:11
anyone down to play?
jxsl13
2020-10-30 12:12:33Z
!online
12:13
Bot: There are currently 80 active servers online.
Stiopa
2020-10-30 14:32:16Z
14:32
TsFreddie
2020-10-30 14:44:05Z
hacker man
Stiopa
2020-10-30 14:45:29Z
having found the water surface areas I can now set up an array of them and split the surfaces into an array of water levels
14:45
which i can then draw using the freeform
14:45
@TsFreddie
TsFreddie
2020-10-30 14:47:26Z
cool
Stiopa
2020-10-30 14:58:33Z
programmur
Blade
2020-10-30 14:58:35Z
@Stiopa
Now add weather that makes water levels rise and sink
TsFreddie
2020-10-30 14:58:52Z
doubt
Stiopa
2020-10-30 15:04:06Z
15:04
nice
Stiopa
2020-10-30 15:33:28Z
15:33
^^^^
15:33
this is more than ideal!
Stiopa
2020-10-30 16:14:36Z
16:14
something here is wrong, what is it
Stiopa
2020-10-30 17:06:54Z
17:06
I think that's a bit too much precision...
(edited)
TsFreddie
2020-10-30 17:07:08Z
lol
17:07
nice progress tho hackerman.
17:08
looks like i don't need to chime in afterall.
17:08
Stiopa
2020-10-30 17:10:24Z
well... you haven't seen the code XD
Blade
2020-10-30 17:11:19Z
If it works it works
17:11
You can always refactor later
TsFreddie
2020-10-30 17:11:53Z
You can always refactor later
The biggest lie programmer tell themselves
Stiopa
2020-10-30 17:14:14Z
17:14
maybe now I should add some kind of wave...
Blade
2020-10-30 17:15:09Z
The biggest lie programmer tell themselves
Not if you're disciplined, which, admittedly most aren't
Stiopa
2020-10-30 17:19:08Z
me as I ask myself how to apply the wave physics onto the vertex:
17:19
TsFreddie
2020-10-30 17:27:51Z
that paper
17:27
zatline sent before
17:28
was vertex based i think
Stiopa
2020-10-30 17:29:17Z
ye ye I glimpsed through it and that's why I decided to use vertex ^^
17:31
well I guess I will try to figure that out soon
17:31
17:31
it looks nice rn
17:32
I'm just wondering if one vertice per pixel isn't too much ^^
17:32
so far it runs just fine
TsFreddie
2020-10-30 17:33:06Z
Emm what
Stiopa
2020-10-30 17:33:19Z
1.0f = 1 pixel, right?
TsFreddie
2020-10-30 17:33:29Z
I think you only need like two or four per tile.
Stiopa
2020-10-30 17:33:38Z
I have like 32 per tile rn :D
TsFreddie
2020-10-30 17:33:47Z
17:34
How many triangles do you have
Stiopa
2020-10-30 17:34:05Z
FPS wise it runs just fine
so far
17:34
uh
17:34
well
17:34
count
jxsl13
2020-10-30 17:34:44Z
vertex*
17:34
vertices
TsFreddie
2020-10-30 17:34:54Z
Also I was think replacing the entire water layer with vertices.
Stiopa
2020-10-30 17:35:05Z
entire water layer?
17:35
well.. currently only the top is animated
17:35
so I restricted it to only the top tiles
TsFreddie
2020-10-30 17:36:13Z
if we draw the entire thing, we don't even need water sprites anymore.
Stiopa
2020-10-30 17:37:07Z
well, I'd like to keep the water sprites intact for a "non-animated" water option
17:37
so that potato pcs don't have to worry about FPS
TsFreddie
2020-10-30 17:37:38Z
Then you can have only four vertices for static water
17:37
Which is much faster than tiles
17:37
Since a tile is four vertices too, but you have a lot of them
(edited)
Stiopa
2020-10-30 17:38:06Z
huh
TsFreddie
2020-10-30 17:38:58Z
I don't think animated water would eat a lot of performance if you don't need it to be physically accurate
17:39
Just keep the vertices down a little bit. It would probably require less vertices than water tiles
Stiopa
2020-10-30 17:39:46Z
idk I'm still a newb. especially in all things rendering related :d
TsFreddie
2020-10-30 17:41:06Z
I don't write graphics stuff often too. But I can guess
Stiopa
2020-10-30 17:41:30Z
wel... I don't ... at all :D
TsFreddie
2020-10-30 17:41:49Z
right
Stiopa
2020-10-30 17:45:31Z
uh
17:45
have some "waves"
Stiopa
2020-10-30 17:56:13Z
17:56
yeah 32 is probably way too much ^^
18:00
@TsFreddie
you were asking how much was being rendered
(edited)
18:00
answer: caused fps drop from 300->230
(edited)
18:00
so... a bit
(edited)
TsFreddie
2020-10-30 18:01:05Z
Stiopa
2020-10-30 18:01:12Z
corrected fps drop value
18:02
I guess I will consider 8 vertices per tile instead of 32 ^^
Assa
2020-10-30 20:14:43Z
I am not sure oyu can run teeworlds on "low fps"
Blade
2020-10-30 21:37:43Z
@Stiopa
Is it possible to make the vertex count per tile a setting? So people can decide what looks and works best for them and their machine? Could also see a 2 vertex one working fairly well. Blocky but smooth ^^
Stiopa
2020-10-30 21:41:18Z
@Blade
thought about it and it really depends on how the algorithm for the waves works
21:41
if it will be simple enough then I will introduce a setting
Blade
2020-10-30 21:41:48Z
Cool! Thanks
Deleted User
2020-10-30 21:51:16Z
i want to host my server on my pc, how do i do this ?
YoussefSameh
joined the server.
2020-10-30 22:57:55Z
Stiopa
2020-10-30 23:02:54Z
Exported 92 message(s)