Looks nice but runs at awfully slow 4-5 fps on my Ubuntu 64bit system. Is Radeon HD 4200 to weak for WebGL or is there something you need to configure?
WebGL Terrain Flyover Demo
91–100 of 121 posts
Re: WebGL Terrain Flyover Demo
#92Earlier quoted context omitted.
I found some pleasant similarities between Pascal and Go (Golang)
What are they, aside from just := and the lack of brackets?
... and then there's Go's screwed up version of Pascal-style declaration syntax...
[a link to my earlier rant on this subject: http://news.ycombinator.com/item?id=4520104 (TL;DR: Go: "var foo, bar int"; Pascal: "var foo, bar : int"; the colon vastly improves readability, and has no real drawback)]
Re: WebGL Terrain Flyover Demo
#93Re: WebGL Terrain Flyover Demo
#94I can relate to your story of building the UI framework yourself. That's kinda what I ended up doing myself too, and I've learned a lot of fundamentals through that approach.
Re: WebGL Terrain Flyover Demo
#95Looks nice but runs at awfully slow 4-5 fps on my Ubuntu 64bit system. Is Radeon HD 4200 to weak for WebGL or is there something you need to configure?
Re: WebGL Terrain Flyover Demo
#96Very cool. Are you using occlusion queries for the lens flare sprite? This something I implemented recently in my engine. Eventually I want to do something like this... http://john-chapman-graphics.blogspot.com/2013/02/pseudo-len...
Thank you! I didn't have time to implement image-space occlusion queries, plus I wasn't sure of the level of support they have on mobile hardware (not that this demo will run on anything mobile for the time being :)). I'm shooting a grid of rays through the terrain instead (see relevant screenshots), using various techniques to accelerate that. The result is used for modulating the intensity of both the lens flares l…
Re: WebGL Terrain Flyover Demo
#97Earlier quoted context omitted.
> lens flare is ubiquitous in photography, hence its absence in a computer generated images can be conspicuous wait, what? Lens flare is not common in photography.
Maybe he meant videography. A game engine is more like a virtual video camera anyways (depending on who you ask...some people think it should be more like a person's eye, with no lens/camera artifacts).
Re: WebGL Terrain Flyover Demo
#98Earlier quoted context omitted.
What are they, aside from just := and the lack of brackets?
Actually Go's use of := is almost anti -pascal: it means something rather different, but similar enough to be confusing, and so is likely to confuse anybody who's used to the vastly more common meaning of := in Algol-family languages (Pascal, Ada, etc). ... and then there's Go's screwed up version of Pascal-style declaration syntax... [a link to my earlier rant on this subject: http://news.ycombinator.com/item?id=452…
We have gofmt for that :)
Re: WebGL Terrain Flyover Demo
#99Earlier quoted context omitted.
Actually Go's use of := is almost anti -pascal: it means something rather different, but similar enough to be confusing, and so is likely to confuse anybody who's used to the vastly more common meaning of := in Algol-family languages (Pascal, Ada, etc). ... and then there's Go's screwed up version of Pascal-style declaration syntax... [a link to my earlier rant on this subject: http://news.ycombinator.com/item?id=452…
> the colon vastly improves readability We have gofmt for that :)
> We have gofmt for that :)
Er, what? gofmt doesn't improve the readability of declarations at all... [there's really not much it can do]
Re: WebGL Terrain Flyover Demo
#100Earlier quoted context omitted.
> the colon vastly improves readability We have gofmt for that :)
> > the colon vastly improves readability > We have gofmt for that :) Er, what? gofmt doesn't improve the readability of declarations at all... [there's really not much it can do]
var (
i, j int
foobarStuff string
bebop bool
)
What's not readable?