in : multithreading is running smoothly, reading speed is now correct, performance are ok (15% & 9% of 1 core), just have to make it work for all codecs and resolutions now...
repo: gitlab.com/polymorphcool/godot
branch: ofx
made at @polymorphcool

after discussions with licenses specialists and enthousiasts, it seemed that the best option to mix & is to apply to my module.. so here it is!
gitlab.com/polymorphcool/godot
made at @polymorphcool

yeehah! decompression of video in with is working -> codec is fine, not so good for (last video tested)
no optimisation yet, no audio sync neither, i'll work on it this week
@polymorphcool

Good challenge to get back in c++ shape: merging and , to allow virtually all the video codecs in the engine. A bit hardcore, but it forces me to get use to , a marvellous precompiler. gitlab.com/polymorphcool/godot
@polymorphcool

anxious fish looking at its mesh
animation is achieved by moving the texture of the eyes (offseting the UVs in the shader), simple and efficient, even if not entirely accurate...

@polymorphcool

cool overlay system to localise objects in + display info -> when you approach the object, a circle appears, when you are too close it fades out
video: peertube.mastodon.host/videos/

@polymorphcool

currently working on an infinite terrain module for : peertube.mastodon.host/videos/
the green area is the highest density of mesh - the density decrease with distance
the idea is to displace the terrain with the camera, and generate the elevation with a map

@polymorphcool

efficient pixels sub sampling: process allows to compute a color anywhere in an image without processing distances, just 3 linear interpolations (much faster) - implemented in gdscript

@polymorphcool

script running on a complex rig: locking on axis helps a lot to break fingers, but it's far from continuous: quite a lot of unexplicable jumps...
@polymorphcool

indeed, my math were not right,
they are better now!
still having issues at some positions, but main process is up & running

@polymorphcool

first partial success with the implementation of CCDIK (Cyclic Coordinate Descent Inverse Kinematics) in - it's brain intensive, but itś definitively worth it!

@polymorphcool

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