A Shader Trick
the-witness.net
A Shader Trick
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Re: A Shader Trick
#2[1]https://minecraft.fandom.com/wiki/Bedrock_Edition_distance_e...
[2]https://minecraft.fandom.com/wiki/Java_Edition_distance_effe...
Re: A Shader Trick
#3I think I've read that minecraft behaves differently depending on how far away you are standing from the origin for similar reasons: [1] https://minecraft.fandom.com/wiki/Bedrock_Edition_distance_e... [2] https://minecraft.fandom.com/wiki/Java_Edition_distance_effe...
Re: A Shader Trick
#4I think I've read that minecraft behaves differently depending on how far away you are standing from the origin for similar reasons: [1] https://minecraft.fandom.com/wiki/Bedrock_Edition_distance_e... [2] https://minecraft.fandom.com/wiki/Java_Edition_distance_effe...
Note that one Youtuber KurtJMac has been walking to the Farlands since 2011. He's been raising money for charity as part of those videos/streams. He's roughly 40% of the way there.
Re: A Shader Trick
#5Re: A Shader Trick
#6Re: A Shader Trick
#7Could you use a non-float integer instead? Do GPUs have cheap int % float -> float operations?
2. It's not exactly cheap, and I don't think compilers put much effort into making sure you actually retain that precision. I have only really used floats in shaders though, and don't know what would happen.
3. I'm pretty sure that in practice you'd lose out on a lot of hardware-accelerated functions, doing trig and interpolations with multiple messy conversions. It's also possible you'd fuck up some compiler optimizations.
Re: A Shader Trick
#8Could you use a non-float integer instead? Do GPUs have cheap int % float -> float operations?
Re: A Shader Trick
#9I think I've read that minecraft behaves differently depending on how far away you are standing from the origin for similar reasons: [1] https://minecraft.fandom.com/wiki/Bedrock_Edition_distance_e... [2] https://minecraft.fandom.com/wiki/Java_Edition_distance_effe...
Re: A Shader Trick
#10A Rust trait with an associated const would help with this:
trait TimeDependentFn {
const PERIOD: f32;
type Output;
fn call(&self, dt: f32) -> Self::Output;
}