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 :)

automated tiling of irregular hexagons, using different sorting of clones: aligned first, perpendicular first and smallest rotation
now i will generalise the process to repeat it on clones, and i'll be able to cover the plane :)

now able to remove copies that overlaps the initial shape (the pink one), works for symmetric and asymmetric polygons
next step is to implement sorting of copies (depending on edge length, adjacent edges orientation and other parameters)

it's generally satisfying to clean up your code, process and data structures -> i'm now able to compute easily all possible transformations that project one edge on an edge of similar length, this including a mirror of the polygon when no symmetry axis is detected

brute force detection of symmetry in a polygon: i project all vertex on the other side of the axis and then compare if vertices overlap
simple but efficient :)

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)


I can not make a functional OSX export with godot 3.3.2. A complete description of the issue here: godotengine.org/qa/108267/godo
My guess is that's a signature problem, but i can not find info in the documentation on how to sign a f*&#$@ng osx app.
Somebody, someone?

evolution of the object editor for : vimeo.com/557589147
- the first level of the jogdial allows to select the parameter(s)
- the second level increase or decrease the parameters with custom limits for each parameter

basic configurable 3d button for :
- hover & pressed detection
- draggable or not
- compute drag distance in global space
- emit signals for major events
src: gitlab.com/polymorphcool/addon

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