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...

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:
I've tested it on windows and linux, it runs smoothly. Post issues here or here 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:
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 :
- 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

Evolution of the flat noise generation: now it includes a random repetition of values. This is usefull when the pixel value is used to select an animation in a stack. The repetition affects the duration of the animation. Result is visible in the video. The tint of the avatar represents the id of the animation.
So, no need to compute anything on the cpu, you can randomise the animations with a custom time offset in each mesh.

just finished a gdscript that generates "flat" noises based on prime numbers.
By flat i mean that all values are appearing once in the texture when using float, or an even number of times when using 8bit.
The script is not perfect, due to the lack of long & double in gdscript...

A bit of p*rn, just to show how flexible splittable panels can be.
Next step: implement draggable borders, to resize areas

first study for a style for a fork of : all panels are over the 3d view, each one can be reassigned to a different type of display

Evolution of module: now its time to link boids with a shader reading animate baked into textures. There is still quite a lot of work to have correct speeds and contact with ground...


Evolution of module in : i finally managed to master the memory creation in a consistent way => no more hard crashes (double free, malloc_consolidate & other funny stuff). Result: i'm now able to construct complex reaction of boids, with modification of plenty of parameters depending on the environment

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