A GUI based simulator eerily similar to a website you might know.
I know this might not seem like much at first if you guys have a bit of experience in this, since really all I did was interpolate the texture coordinates and multiplied them by my barycentric coordinates. But the cool thing here is this isn’t streamed in. These two textures are 100x100 and are stored as a JSON string in a module script. I generated that data from a tool I coded with help from png-js and nodejs’s file system. It can store as much textures as you want theoretically as long as the json string doesnt exceed 200kb (the mans is 112 kb and the waifu is 164kb)
this is still on one thread, no streaming. I get 20fps at 100x100 (image is 200x200) but also I have a really bad processor (2.7 ghz) so theoretically seeing as modern processors are like 4ghz it could probably get to 40 fps? Idk. Modulo spam check cheese is gone here btw and the biggest bottleneck here is changing the pixels color. As I type this out, i am thinking of an optimization to counteract this, maybe check if the color changed instead of constantly resetting all the colors to the waifu after each frame?
You can bunch the pixels up into groups with uigradient, 1 frame = roughly 8 pixels
Yea someone told me to use this resource for optimizing it. However I just did benchmarking and it turns out that it is only accountable for about 1/20th of the time of a frame [POC] Optimized Frame Image Rendering With UIGradients
My new works for my game
Portfolio: [Closed] Lrlxxd - Cheap Logo, GFX Designer and modeler - #18 by Electrosafari
nice pad, the city really looks better with interiors.
Past 3 years, I think I improved a lot in coding. I guess I don’t really need to focus on coding since I learnt it well. I’m currently trying to learn gfx. Here’s my render that I made few hours ago.
Trying to take advantage of photo editing as much as possible, so I’m trying to refrain from editing as much as normal in blender. Cant wait to see how this looks after the edit!
I’m working on modifications for my upcoming game “Light’s Out”.
(I am aiming for the release of Beta by the end of the year, so be on the lookout)
Where did the foot go Jokes aside, can’t wait to see progress
Question: where did you find this black undercover cop car model?
Currently working on… a boss battle against a giant mech!
It is not a model of the toolbox, therefore it will not be found
So I’ve been playing this game called Polytopia for a very long time… so I modeled a warrior and I’m very happy with the results!
And only 200 tris!
I believe the 1/20th number comes from the fact that the UIGradient trick can display 20 individual pixels, or, if you enable the fix supplied by @DataBrain it ends up being 18 pixels (which fixes a small amount of “artifacting” on the ends of each frame).
If you’re not updating the pixels, that trick will save you huge amounts of frame time, however, its extremely expensive to update the pixels, so its nowhere near being real time.
It’s probably best used for generating sprites, or applying effects to a small number of pixel columns.
(Tl;dr it should trend to being roughly 18x faster when used for static rendering, and decently faster when only updating a small number of rows)