just finished a basic prototype to receive data into : it's mainly about decompressing packet :)
fyi: pavo lidar are the least expensive sensors available on the market

little mathematic puzzle: how to compute panning and tiling angle of a camera automatically, knowing the field of view of a game engine camera can be locked vertically or horizontally?
you spend some hours on it, you learn about Hor+ and Vert- and you finally see the light :)

boids now have a bit more variation in their behaviour: when they step on the big white plane, they redirect to towards the goal, hang or climb on it, and go back to being just boids - this is done by temporarily converting boids into classical mesh and put them back once done
The small flickering at the end must be fixed...
video: vimeo.com/596666531


Quick demo of the integration of in : the player is fully multi-threaded (even the texture upload in gpu), meaning that reading the video has nearly no impact on the framerate of the game.
I've published a build including the player here: polymorphcool.itch.io/pozzo
I've tested it on windows and linux, it runs smoothly. Post issues here gitlab.com/polymorphcool/godot or here gitlab.com/polymorphcool/pozzo if it's not working :)

i've finished the integration of in yesterday: C to C++ is really tricky, i kept the "goto" statements even if it's not good practice in c++. Result is really cool: the code is really efficient at managing the decompression and the display simultaneously!
And thanks to the codec that uses RGB and RGBA color spaces, the conversion of frames to textures is as fast as it can without hardware acceleration.


just managed to cross-compile godot & for windows!
quite tricky: compilers must be identical when i generate the static version of ffmpeg and when i build godot - hopefully, generates a lot of info helping a lot
it's not yet functional, but the hardest part is solved!
(idea here is to support any kind of video format in the engine)


it took me one week to figure it out, but i'm now able to animate an avatar n every direction with a set of baked animations using

visualisation of the interpolation to be done in the animation shader i'm building: depending on the speed and the orientation of the motion compared to the forward vector of the avatar, different animations must be interpolated. The color represent ID's.
Maybe it's not super clear without motion...

4 will be very cool!
i just made an attempt to record 180 frames directly in the GPU and to play them back. Result: it runs at 60fps, smoothly
video: vimeo.com/576314956

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