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19:05:53
PincerAttack
shinmera: [en_au] :hello:
19:12:13
PincerAttack
This place has good vibrations
19:12:38
RPLACX
I was always skeptical about game characters performing crazy acrobatics while wearing high heels :O
19:13:20
PincerAttack
I see it as a peaceful cave
19:13:59
PincerAttack
shinmera: [en_au] :what do they eat:
19:14:18
PincerAttack
shinmera: [en_au] the fish if the pond was here
19:21:06
|3b|
(and there is also the answer to "how do real games do that" = "not very well" :p)
19:22:58
|3b|
and you can probably work directly with heightfields for a lot of things
19:23:08
|3b|
mostly vertical movement can just sample it directly
19:24:28
|3b|
you would use that for streaming images back to CPU
19:25:01
|3b|
including the ones you use for streaming image data
19:25:12
|3b|
but you could also use it with transform feedback or compute results
19:25:57
|3b|
basically it is just "chop off the rasterization part of the pipeline and dump the output of vertex stage into a buffer
19:26:13
|3b|
but same stuff you would do with compute shaders
19:27:48
|3b|
no idea, didn't pay much attention to it either :)
19:48:57
PincerAttack
I miss the dinosaur clip
19:52:20
PincerAttack
Thanks for the stream