ZILtoid1991

joined 10 months ago
[–] ZILtoid1991 1 points 1 day ago

🀌🀌🀌🀌_🀌🀌🀌_🀌🀌🀌

[–] ZILtoid1991 4 points 1 day ago

🀌🀌_🀌🀌🀌🀌_🀌🀌🀌🀌🀌🀌🀌🀌!

[–] ZILtoid1991 8 points 1 day ago
> go to the US as a traveler from eastern europe
> get caught by ice
> claim you're a french canadian, your accent is actually just an even weirder french
> get deported
> free asylum in canada
[–] ZILtoid1991 3 points 1 day ago

Can I join that committee as a human?

[–] ZILtoid1991 2 points 1 day ago (1 children)

Rust has its own issues.

Before the memory safety craze, Rust was hyped as a functional programming language, meaning it not only has lambdas and monads, but also const by default, which will force you to rethink all your programming decisions. Also no classes, so you do even more rethinking.

[–] ZILtoid1991 1 points 1 day ago

I prefer the binary format over the text format of WASM.

[–] ZILtoid1991 2 points 1 day ago (1 children)

Quickly move the switch while on track, then hope the paths willl be wide enough to stop the trolley.

[–] ZILtoid1991 2 points 1 day ago

When you're a programmer, but also a dad...

[–] ZILtoid1991 10 points 1 day ago (9 children)

Yes, and because there are Nazis in their army and refuse to hold elections in a war-thorn country, they all deserve to either be killed with the pretense of being nazis, being their children kidnapped and given to Russian families, and beaten and raped until they forget that ugly Russian dialect some dare to call "the Ukrainian language".🀑

[–] ZILtoid1991 12 points 1 day ago (3 children)

Because it was never about protecting children. It's about upholding normalcy.

Yes, some people are legitimately concerned about "what if they regret it?". In some part it is to convince both "the normies" and the "they go low, we go high" type liberals. But for the most part, it's nothing more than what I call "Power Play".

Power Play in a nutshell is about being hypocrites, kind of on purpose, but usually behind the thick veneer of "concerns". It's to showcase "we are the ingroup, we can do this", while the "concerns" are nothing more, than all the time school bullies convinced their teachers the bully victim stole their lunch money, but they took it back.

In this case, it's nothing more than to put them gays back in their place. They can sexualize minors, they can consume lolicon doujinshi, they can even get actual CSAM and molest children. Maybe they will let their token transphobic femboys away with shotacon stuff. But the most important stuff is that you cannot even exist, not even if you not harming minors.

(How can I write the next Innuendo Studios video?)

[–] ZILtoid1991 4 points 1 day ago

that is vegetal

angery

[–] ZILtoid1991 3 points 1 day ago

Just go full on Golfo de MΓ©xico.

 

I not only have hard time finding tutorials, but even if I do, I have a hard time getting them to not crash, let alone working. I don't know what's the reason, but I have a suspicion that some of these are now AI generated, hence the issues of them not working or outright crashing.

I know newer APIs exist. They're way too complicated for my usecase.

I've heard about WebGPU, but I don't want to touch it with a 10 meter long pole, due to its name. I'll have a lot of time convincing people that WASM isn't a web-only thing, and me using it for scripting won't mean my game engine is either Web-based, nor that it has any Web-capability, and I only stayed with it due to my inability of finding a well-supported scripting VM without "Web" in its name.

If you ask: My game engine is currently using CPU rendering, and used to use SDL2 for displaying the output. I decided to move away from them. Managed to find some basic OpenGL tutorials when I first write my replacement for the SDL2 window handling. The Windows API is well documented on that regard, I even was able to find X11 documentations (this one even required me to find code already implementing such things, since documentation on some features was scarce). However, it somehow became increasingly difficult to find them.

 

Godot got a spite fork by the name "Redot" after their community managers quote-retweeted a chud calling the use of licensed game engines woke. Some people jumped onto the bandwagon, but it seems the engine is still too woke for some YouTube commentators.

5
What is wrong with my shaders? (self.learn_programming)
submitted 3 months ago* (last edited 3 months ago) by ZILtoid1991 to c/[email protected]
 

Vertex:

#version 120

void main() {
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_Position = ftransform();
}

Fragment:

#version 120

uniform sampler2D tex;

void main(){
    vec4 texSlmp = texture2D(tex, gl_TexCoord[0].st);
    gl_FragColor = vec4(texSlmp.r, texSlmp.g, texSlmp.b, 1.0);
}

All I get with this is a black screen.

I cannot seem to get tutorials for anything older than OpenGL 3.3, and for my usecase, I could go lower, except everyone tells me "OpenGL is obsolete, try Vulkan instead".

gl_TexCoord[0] seem to be all zeros if I modify the fragment shader to try to output gl_TexCoord[0].st, so its content would be displayed as color information, which I did for a different test. Also I can't find anything on how do I "pass" textures (or other values) to the shaders in the official docs, nor any of the tutorials I could find explains how that actually works.

EDIT: Target version is OpenGL 2.1/GLSL 1.20

EDIT2: I updated the shaders to GLSL 3.30, but then my DuckDuckGo search results suddenly turned bad about the subject, and in/out still doesn't work between vertex and fragment shaders (values taken from the vertex shader is all zero).

 

I've worked on multiple bitmap fonts, and would like to open source them in some way of form.

68
Spooky rule (lemmy.world)
 
 
 
 
 
 
 
 
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