Another grammar pass
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draft: false
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headless: true
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resources:
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- src: alley.png
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name: Alley
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params:
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year: 2018
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- src: city train.png
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name: City Train Ride
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params:
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year: 2018
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- src: pcsvsqust.jpeg
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name: Sakura PC VS quest
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params:
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year: 2021
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- src: glass.png
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name: Glass
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params:
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year: 2018
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- src: hallway.png
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name: "Dark Hallway"
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params:
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year: 2018
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- src: lantern.png
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name: "Lantern"
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params:
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featured: yes
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year: 2016
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- src: lemon.png
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name: lemon
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params:
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year: 2018
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- src: oldsakura.png
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params:
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year: 2020
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- src: production_monitor.png
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name: "Cool-looking Monitor"
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params:
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year: 2016
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- src: room.png
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name: "School Room"
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params:
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year: 2018
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- src: sakura left.png
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name: sakura left
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params:
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year: 2022
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- src: sakura.png
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name: Sakura VRChat Avatar
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params:
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year: 2021
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- src: samus wallpaper wip.png
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name: Very old blender wallpaper WIP-type thing, using the ZSS model from SSBU
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year: 2017
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- src: sniper girl.png
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name: sniper girl
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params:
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year: 2019
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- src: space.png
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name: Old Space Picture
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params:
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year: 2016
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- src: test render.jpeg
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name: Sakura Test Render
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params:
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year: 2021
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- src: sniper-rifle.png
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name: Sniper Rifle
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params:
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year: 2016
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- src: tv.png
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name: TV
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params:
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year: 2018
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- src: untitled3.png
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name: Sniper Girl 3D test
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params:
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year: 2020
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---
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Test
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@ -99,7 +99,7 @@ However, a word of warning, this is _extremely_ expensive. Let's do some really
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PCSS is _not_ cheap, and should be used sparingly. If you only apply it to just the main sun lamp in your
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PCSS is _not_ cheap, and should be used sparingly. If you only apply it to just the main sun lamp in your
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scene, it would easily be real-time - but scaling it to every kind of light will easily slow everything down. As shown,
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scene, it would easily be real-time - but scaling it to every kind of light will easily slow everything down. As shown,
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point lights increase your depth samples by 1200%! Of course, you might turn down the samples, but imagien having even one more
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point lights increase your depth samples by 1200%! Of course, you might turn down the samples, but imagine having even one more
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point light in your scene. This is a similar problem with PCF applied to point lights,
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point light in your scene. This is a similar problem with PCF applied to point lights,
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but it is exacerbated with PCSS since we are easily doubling the samples or more.
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but it is exacerbated with PCSS since we are easily doubling the samples or more.
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@ -28,7 +28,7 @@ have any intermediate experience in graphics development, you're probably scream
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To solve this issue, smarter people have figured out the way to avoid these issues is two-fold:
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To solve this issue, smarter people have figured out the way to avoid these issues is two-fold:
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* Limit the size of the bokeh to a balanace between reasonably looking, and performant.
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* Limit the size of the bokeh to a balance between reasonably looking, and performant.
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* Split the bokeh fields into near and far fields.
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* Split the bokeh fields into near and far fields.
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@ -14,7 +14,7 @@ teaching here:
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_Parallax-corrected_ reflections and _Real-time_ Image-based Lighting. In most tutorials, they might cover
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_Parallax-corrected_ reflections and _Real-time_ Image-based Lighting. In most tutorials, they might cover
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simple screen space reflections, or if you're lucky - cubemap-based solutions. Most image-based lighting tutorials also
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simple screen space reflections, or if you're lucky - cubemap-based solutions. Most image-based lighting tutorials also
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limit themselves to existing HDRIs for simplicty, but doing it in real-time or offline when building levels
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limit themselves to existing HDRIs for simplicity, but doing it in real-time or offline when building levels
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is arguably the more popular option in games, so it's harder to figure out that yourself. As always, let's dig in!
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is arguably the more popular option in games, so it's harder to figure out that yourself. As always, let's dig in!
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Although I'm covering two topics this time, I did it because they're tangentially related, but I won't be compromising on
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Although I'm covering two topics this time, I did it because they're tangentially related, but I won't be compromising on
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@ -26,7 +26,7 @@ This is one of the few times that I think the figure looks much better than it d
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The materials are surprisingly decent, and it has a nice premium feel to it, but she doesn't end up looking too glossy. The paint
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The materials are surprisingly decent, and it has a nice premium feel to it, but she doesn't end up looking too glossy. The paint
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job is also well done on mine, even on and behind the glasses. In my photos, you can see the glasses have the whole thing filled in
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job is also well done on mine, even on and behind the glasses. In my photos, you can see the glasses have the whole thing filled in
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with transparent plastic, which is something not a lot of ther Mari figures do. Unfortunately, this figure has a structural issue on the hair, which required me to glue it back on (hopefully I got it looking "just right"!)
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with transparent plastic, which is something not a lot of these Mari figures do. Unfortunately, this figure has a structural issue on the hair, which required me to glue it back on (hopefully I got it looking "just right"!)
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The pose is excellent as well, it captures the "playful" aspect of her character, and it doesn't look "stiff" like many Eva figures fall into the trap of. The base has a multicolored effect to it, and is very reflective as you can see in the photos. Unfortunately, it also collects fingerprints.
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The pose is excellent as well, it captures the "playful" aspect of her character, and it doesn't look "stiff" like many Eva figures fall into the trap of. The base has a multicolored effect to it, and is very reflective as you can see in the photos. Unfortunately, it also collects fingerprints.
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@ -38,7 +38,7 @@ The Pod included in the deluxe version is pretty cool, and even posable. 2B hers
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And here's a couple of more photos, specificially on the deluxe version, and it's exclusive self-destructing feature:
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And here's a couple of more photos, specifically on the deluxe version, and it's exclusive self-destructing feature:
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@ -212,7 +212,7 @@ We'll be exclusively talking about how Vulkan applications under Wayland functio
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One will be through a typical desktop environment - in this case - KDE Plasma as well as a more barebones example, bare KMS.
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One will be through a typical desktop environment - in this case - KDE Plasma as well as a more barebones example, bare KMS.
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For both cases I will be using SDL2 instead of interacting with the Wayland layer itself,
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For both cases I will be using SDL2 instead of interacting with the Wayland layer itself,
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which will be the case for many games. This does not change much though, because unlike OpenGL - SDL2 does not really interact
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which will be the case for many games. This does not change much though, because unlike OpenGL - SDL2 does not really interact
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or intecept Vulkan functionality, apart from creating a Vulkan surface.
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or intercept Vulkan functionality, apart from creating a Vulkan surface.
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I chose these two situations because one is your more typical desktop environment, where the compositor has to juggle many
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I chose these two situations because one is your more typical desktop environment, where the compositor has to juggle many
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windows vying for presentation. The bare KMS example is more relevant to something like a game system, and we can see if
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windows vying for presentation. The bare KMS example is more relevant to something like a game system, and we can see if
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@ -89,7 +89,7 @@ Now everything is `snake_case`, following the function naming I'm already using.
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In the short term I want to keep working on polishing the Vulkan stuff, so I can eventually start working on some cooler things like VR support. I also plan to keep working on the example app more, so it can serve as a better showcase.
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In the short term I want to keep working on polishing the Vulkan stuff, so I can eventually start working on some cooler things like VR support. I also plan to keep working on the example app more, so it can serve as a better showcase.
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Some longer-term goals include DirectX support, an Android version, and eventually some form of raytracing/global illumination. I also want some easily accessible online documentation, leveraging the preexisting doxy docs that are included in the source code already.
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Some longer-term goals include DirectX support, an Android version, and eventually some form of raytracing/global illumination. I also want some easily accessible online documentation, leveraging the preexisting docs that are included in the source code already.
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Very soon I plan on working on the CI stuff some more so releases can be automatically built and published which would really help testing this on other people's machines (and also stop me from breaking other platform builds!)
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Very soon I plan on working on the CI stuff some more so releases can be automatically built and published which would really help testing this on other people's machines (and also stop me from breaking other platform builds!)
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@ -31,7 +31,7 @@ I recently was able to get a [nice Windows setup going](https://knockout.chat/th
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In an effort to reduce my usage of Objective-c in the Metal backend, the whole backend is now C++ and uses metal-cpp which is Apple's official C++ wrapper. It works pretty great, and now my static analysis tools work great with it too.
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In an effort to reduce my usage of Objective-c in the Metal backend, the whole backend is now C++ and uses metal-cpp which is Apple's official C++ wrapper. It works pretty great, and now my static analysis tools work great with it too.
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### Move to sourcehut
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### Move to sourcehut
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Prism now is primarily hosted on sourcehut, with mirrors on GitHub and ryne.moe. This is a pretty important goal for reducing my need on centralized serivces, and I'll be putting in some work to move off of GitHub wiki as well - just like I did with astra.
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Prism now is primarily hosted on sourcehut, with mirrors on GitHub and ryne.moe. This is a pretty important goal for reducing my need on centralized services, and I'll be putting in some work to move off of GitHub wiki as well - just like I did with astra.
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### Multiple GFX support
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### Multiple GFX support
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There is now support for using more than one GFX backend (although not at the same time), and is now supported by the SDL backend and the offline shader compiler will automatically pick out which shader files to compile for you. This is important, as some platforms are now capable of using more than one. Right now, the priority is as follows:
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There is now support for using more than one GFX backend (although not at the same time), and is now supported by the SDL backend and the offline shader compiler will automatically pick out which shader files to compile for you. This is important, as some platforms are now capable of using more than one. Right now, the priority is as follows:
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@ -7,7 +7,7 @@ tags:
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If you've been paying attention these last couple of months, the Steam Deck is now in people's hands
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If you've been paying attention these last couple of months, the Steam Deck is now in people's hands
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and peple are starting to discover how bad Steam Offline mode is. Thankfully Valve is improving the situation
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and people are starting to discover how bad Steam Offline mode is. Thankfully Valve is improving the situation
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in every update but there is one thing they cant fix: Why do some games require you to be online for achievements
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in every update but there is one thing they cant fix: Why do some games require you to be online for achievements
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and some don't?
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and some don't?
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@ -23,7 +23,7 @@ However, in some cases, it doesn't always end up this way. Let's take for exampl
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as this is what tipped me off to this issue. I sometimes take my Steam Deck willingly offline because
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as this is what tipped me off to this issue. I sometimes take my Steam Deck willingly offline because
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I share my library with my girlfriend, but remember that this will happen sooner or later on a handheld. I haven't
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I share my library with my girlfriend, but remember that this will happen sooner or later on a handheld. I haven't
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gotten too far on the PC version of Automata, so I'm still in the beginning part of the game. I enter the Amusement Park and
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gotten too far on the PC version of Automata, so I'm still in the beginning part of the game. I enter the Amusement Park and
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beat the boss there, and much to my surprise.... nothing? Now I normally don't get too worked up about achivements, but it's
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beat the boss there, and much to my surprise.... nothing? Now I normally don't get too worked up about achievements, but it's
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kind of insane that I earned one, and now I have no easy way to get it back without cheating or restarting the game again. Eugh. Let's figure out what's going on.
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kind of insane that I earned one, and now I have no easy way to get it back without cheating or restarting the game again. Eugh. Let's figure out what's going on.
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## Theory
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## Theory
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@ -25,7 +25,7 @@ The biggest thing to come out of this is the introduction of _first class macOS
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What does this mean for Prism? Not much yet except that it's awesome that it works pretty much of the box. However, for any future graphics endaveours for me, **I unfortunately won't be supporting Metal anymore**, there just isn't a reason to. I learned as much Metal as I wanted, and the Metal backend fulfilled that purpose. However, there's still a purpose to abstracting GFX away in Prism, _to make way for DirectX support_ :-)
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What does this mean for Prism? Not much yet except that it's awesome that it works pretty much of the box. However, for any future graphics endeavours for me, **I unfortunately won't be supporting Metal anymore**, there just isn't a reason to. I learned as much Metal as I wanted, and the Metal backend fulfilled that purpose. However, there's still a purpose to abstracting GFX away in Prism, _to make way for DirectX support_ :-)
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---
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---
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