I think I'm ready to announce http://MinistryOfFlat.com My new website entirely dedicated to my automated UVUnwrapper. The demo is now publicly available for anyone who wants to try it out. #MinistryOfFlat
I wrote a command line tool for HxA this weekend! It uses UPI to load plugins for its functionality. I have only written plugin wrappers for 2 of my utils so far, so many hours of typing remain to get the full functionality in there.
Back when Love was live, all game assets where exportable from the game, this lead to so much cool stuff from the community. I don't understand why game studios don't give their communities access to high res assets to make fan content under a reasonable license.
Here is a small guide to triaging, and managing out-of-bounds memory bug symptoms in C. (OOB read/writes are NOT bugs, they are SYMPTOMS of bugs: bad pointer arithmetic, missed NULL check, bad indexes, so on) Different OOB give symptoms that make them easy or hard to diagnose.
"Wasted" a few hours adding some flare to the Stellars wires. We now visualize the Color, Value or Transform passing through the wires. (the transform interface is very temporary.)
Wouldn't work for liquids, but for fire, smoke, spray, sparks, and other effects that don't need off-screen accuracy. (Froxels is a voxel space in the camera frustum, not sure how established this term is, since I don't deal much in rendering these days)
In the Froxel buffer we do one step of fluid sim, read the velocities back to the particles, move them, and clear the Froxel space buffer. We get detailed twirls in view, even with a low-res froxel space, no bounding volume, ray marching, and a POV LOD sim.
Ive been reading The Art of Fluid Animation by Jos Stam, and I have this idea I want to try but don't have time to implement. Imagine a GPU particle system, that collides with the depth buffer, Then for each frame, we propagate the density and velocity in to a 3D Froxel space.
Maybe check out http://MinistryOfFlat.com ? No AI, just a very persistent former UV mapper, implementing every trick he knows in code. DM me and ill get you a Trial license.
Our new node graph hides all type conversion in the lines. At any time you can click on the little conversion icon to reveal the conversion node so that you can tweak it in detail.
A small breakthrough with HxA and Blender's Geometry Nodes!
Here you see a hard-coded(for the time being, of course) HxA filepath opened and converted into Blender Mesh format.