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Teeworlds
discord.gg/teeworlds / general
Teeworlds Discord Server.
Between 2020-10-30 00:00:00Z and 2020-10-31 00:00:00Z
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yoyo
12:11
anyone down to play?
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!online
12:13
Bot: There are currently 80 active servers online.
14:32
👀
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hacker man
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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
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cool
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programmur
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@Stiopa Now add weather that makes water levels rise and sink 😄
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doubt
15:04
nice
15:33
^^^^
15:33
this is more than ideal!
16:14
something here is wrong, what is it
17:06
I think that's a bit too much precision... (edited)
17:07
nice progress tho hackerman.
17:08
looks like i don't need to chime in afterall.
17:08
👍
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well... you haven't seen the code XD
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If it works it works
17:11
You can always refactor later
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You can always refactor later
The biggest lie programmer tell themselves
17:14
maybe now I should add some kind of wave...
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The biggest lie programmer tell themselves
Not if you're disciplined, which, admittedly most aren't
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me as I ask myself how to apply the wave physics onto the vertex:
17:19
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thonk that paper
17:27
zatline sent before
17:28
was vertex based i think
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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
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Emm what
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1.0f = 1 pixel, right?
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I think you only need like two or four per tile.
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I have like 32 per tile rn :D
17:34
How many triangles do you have
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FPS wise it runs just fine so far
17:34
uh
17:34
well
17:34
count
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vertex*
17:34
vertices
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Also I was think replacing the entire water layer with vertices.
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entire water layer?
17:35
well.. currently only the top is animated
17:35
so I restricted it to only the top tiles
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if we draw the entire thing, we don't even need water sprites anymore.
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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
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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)
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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
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idk I'm still a newb. especially in all things rendering related :d
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tee_thinking I don't write graphics stuff often too. But I can guessthemadman
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wel... I don't ... at all :D
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bluestripe right
17:45
have some "waves"
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)
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corrected fps drop value
18:02
I guess I will consider 8 vertices per tile instead of 32 ^^
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I am not sure oyu can run teeworlds on "low fps"
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@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 ^^
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@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
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Cool! Thanks 🙂
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i want to host my server on my pc, how do i do this ?
YoussefSameh joined the server. 2020-10-30 22:57:55Z
Exported 92 message(s)