Another grammar pass

This commit is contained in:
Joshua Goins 2022-10-26 08:53:53 -04:00
parent 6cbc1f795b
commit 4b85c933c3
11 changed files with 11 additions and 95 deletions

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@ -1,84 +0,0 @@
---
draft: false
headless: true
resources:
- src: alley.png
name: Alley
params:
year: 2018
- src: city train.png
name: City Train Ride
params:
year: 2018
- src: pcsvsqust.jpeg
name: Sakura PC VS quest
params:
year: 2021
- src: glass.png
name: Glass
params:
year: 2018
- src: hallway.png
name: "Dark Hallway"
params:
year: 2018
- src: lantern.png
name: "Lantern"
params:
featured: yes
year: 2016
- src: lemon.png
name: lemon
params:
year: 2018
- src: oldsakura.png
params:
year: 2020
- src: production_monitor.png
name: "Cool-looking Monitor"
params:
year: 2016
- src: room.png
name: "School Room"
params:
year: 2018
- src: sakura left.png
name: sakura left
params:
year: 2022
- src: sakura.png
name: Sakura VRChat Avatar
params:
year: 2021
- src: samus wallpaper wip.png
name: Very old blender wallpaper WIP-type thing, using the ZSS model from SSBU
params:
year: 2017
- src: sniper girl.png
name: sniper girl
params:
year: 2019
- src: space.png
name: Old Space Picture
params:
year: 2016
- src: test render.jpeg
name: Sakura Test Render
params:
year: 2021
- src: sniper-rifle.png
name: Sniper Rifle
params:
year: 2016
- src: tv.png
name: TV
params:
year: 2018
- src: untitled3.png
name: Sniper Girl 3D test
params:
year: 2020
---
Test

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@ -99,7 +99,7 @@ However, a word of warning, this is _extremely_ expensive. Let's do some really
PCSS is _not_ cheap, and should be used sparingly. If you only apply it to just the main sun lamp in your PCSS is _not_ cheap, and should be used sparingly. If you only apply it to just the main sun lamp in your
scene, it would easily be real-time - but scaling it to every kind of light will easily slow everything down. As shown, scene, it would easily be real-time - but scaling it to every kind of light will easily slow everything down. As shown,
point lights increase your depth samples by 1200%! Of course, you might turn down the samples, but imagien having even one more point lights increase your depth samples by 1200%! Of course, you might turn down the samples, but imagine having even one more
point light in your scene. This is a similar problem with PCF applied to point lights, point light in your scene. This is a similar problem with PCF applied to point lights,
but it is exacerbated with PCSS since we are easily doubling the samples or more. 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
To solve this issue, smarter people have figured out the way to avoid these issues is two-fold: To solve this issue, smarter people have figured out the way to avoid these issues is two-fold:
* Limit the size of the bokeh to a balanace between reasonably looking, and performant. * Limit the size of the bokeh to a balance between reasonably looking, and performant.
* Split the bokeh fields into near and far fields. * Split the bokeh fields into near and far fields.

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@ -14,7 +14,7 @@ teaching here:
_Parallax-corrected_ reflections and _Real-time_ Image-based Lighting. In most tutorials, they might cover _Parallax-corrected_ reflections and _Real-time_ Image-based Lighting. In most tutorials, they might cover
simple screen space reflections, or if you're lucky - cubemap-based solutions. Most image-based lighting tutorials also simple screen space reflections, or if you're lucky - cubemap-based solutions. Most image-based lighting tutorials also
limit themselves to existing HDRIs for simplicty, but doing it in real-time or offline when building levels limit themselves to existing HDRIs for simplicity, but doing it in real-time or offline when building levels
is arguably the more popular option in games, so it's harder to figure out that yourself. As always, let's dig in! is arguably the more popular option in games, so it's harder to figure out that yourself. As always, let's dig in!
Although I'm covering two topics this time, I did it because they're tangentially related, but I won't be compromising on 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
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 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
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 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
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"!) 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"!)
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. 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
![POD](pod.webp) ![POD](pod.webp)
![back](cool-back.webp) ![back](cool-back.webp)
And here's a couple of more photos, specificially on the deluxe version, and it's exclusive self-destructing feature: And here's a couple of more photos, specifically on the deluxe version, and it's exclusive self-destructing feature:
![front](deluxe-front.webp) ![front](deluxe-front.webp)
![back](deluxe-back.webp) ![back](deluxe-back.webp)

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@ -212,7 +212,7 @@ We'll be exclusively talking about how Vulkan applications under Wayland functio
One will be through a typical desktop environment - in this case - KDE Plasma as well as a more barebones example, bare KMS. One will be through a typical desktop environment - in this case - KDE Plasma as well as a more barebones example, bare KMS.
For both cases I will be using SDL2 instead of interacting with the Wayland layer itself, For both cases I will be using SDL2 instead of interacting with the Wayland layer itself,
which will be the case for many games. This does not change much though, because unlike OpenGL - SDL2 does not really interact which will be the case for many games. This does not change much though, because unlike OpenGL - SDL2 does not really interact
or intecept Vulkan functionality, apart from creating a Vulkan surface. or intercept Vulkan functionality, apart from creating a Vulkan surface.
I chose these two situations because one is your more typical desktop environment, where the compositor has to juggle many I chose these two situations because one is your more typical desktop environment, where the compositor has to juggle many
windows vying for presentation. The bare KMS example is more relevant to something like a game system, and we can see if 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.
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. 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.
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. 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.
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!) 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
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. 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.
### Move to sourcehut ### Move to sourcehut
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. 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.
### Multiple GFX support ### Multiple GFX support
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: 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:
--- ---
If you've been paying attention these last couple of months, the Steam Deck is now in people's hands If you've been paying attention these last couple of months, the Steam Deck is now in people's hands
and peple are starting to discover how bad Steam Offline mode is. Thankfully Valve is improving the situation and people are starting to discover how bad Steam Offline mode is. Thankfully Valve is improving the situation
in every update but there is one thing they cant fix: Why do some games require you to be online for achievements in every update but there is one thing they cant fix: Why do some games require you to be online for achievements
and some don't? and some don't?
@ -23,7 +23,7 @@ However, in some cases, it doesn't always end up this way. Let's take for exampl
as this is what tipped me off to this issue. I sometimes take my Steam Deck willingly offline because as this is what tipped me off to this issue. I sometimes take my Steam Deck willingly offline because
I share my library with my girlfriend, but remember that this will happen sooner or later on a handheld. I haven't I share my library with my girlfriend, but remember that this will happen sooner or later on a handheld. I haven't
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 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
beat the boss there, and much to my surprise.... nothing? Now I normally don't get too worked up about achivements, but it's beat the boss there, and much to my surprise.... nothing? Now I normally don't get too worked up about achievements, but it's
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. 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.
## Theory ## Theory

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@ -25,7 +25,7 @@ The biggest thing to come out of this is the introduction of _first class macOS
![Screenshot of Vulkan configurator running on macOS](/blog/img/vkconfig-mac.png) ![Screenshot of Vulkan configurator running on macOS](/blog/img/vkconfig-mac.png)
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_ :-) 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_ :-)
--- ---