u/MajorMalfunction44
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5points
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11points
RECS PLS: Neo-Classical Tech Death (self.InMetalWeTrust)
MajorMalfunction44
MajorMalfunction44
I'm figuring out what a portable Windows app that can read DEB files and grabs dependencies and suggested packages. It's TAR archives inside an AR archive. I should be able to format a URL and destination path for every archive. The last detail I'm looking at how to list existing DEB packages.
MajorMalfunction44
Almost. I need to download dependencies. GCC 15 has a bunch of them.
MajorMalfunction44
Take on small projects. It's a massive language to learn. If you write a shell, you'll cover a few things like parsing.
MajorMalfunction44
Working on one. It's a long story. It has some Metroid / movement shooter ideas.
MajorMalfunction44
I agree. Common Lisp has certain constraints, like not redefining 'not'. I'm writing a scripting language interpreter for a game engine. The meta-programming is C-like, but produces extra tokens.
There's a goal to do type checking on intrusive data structures. See the Linux kernels 'container_of' for details here https://radek.io/posts/magical-container_of-macro/
MajorMalfunction44
C assumes malloc is sufficient in a hosted environment. For games, we can do better. Some engines use linear allocators. Allocating memory is as simple as incrementing an offset.
I'm working on a simple language. Using kernel-style SLAB allocators makes things much faster. You also get to selectively reuse or return pages to the OS.
MajorMalfunction44
I'm Canadian and a little ashamed. Forrest is a God, and I didn't know until very, very recently. French Canada has a lot of offer other than poutine.
MajorMalfunction44
Archspire. Excited for Too Fast To Die. Carrion Elevator has a music video. Nile has been in constant rotation, also.
MajorMalfunction44
Heard District Divided on The Big Short. Instant fan.
MajorMalfunction44
What about Exhumed. I'm copying the metroid elements of Exhumed. Keys are per level, abilities change combat. Enemies need to match player capabilities. I'd like to avoid the early-on teeth-kicking of Doom Eternal.
MajorMalfunction44
Blood 2 needs an overhaul. Q3A / TA is comparably easy. Blood needs a game-wide rebalancing treatment. It's significant work outside of porting / playing nice with modern systems. It's a mess.
MajorMalfunction44
It's a remake, then. I'm working on a game rn. It's a boomer shooter. Cross-cutting concerns like storyline are hard. Take the name, not the game. It needs a lot of work outside the porting to new platforms aspect. A total re-balancing is needed across all characters. Writing has to happen, too. Ideally, you contextualize the level you're playing.
It's rough.
MajorMalfunction44
I prefer to post papers. Some things are computationally manageable, some are hard, and some break.
If you have a fast job system and limit the number of pipeline-state objects (VkPipeline), you can pre-compile render passes and PSO / VkPipeline (IIRC, GL calls these programs). People are rightly angry about long compilation times.
I wrote one based on Chase-Lev work-stealing and Naughty Dog's 2015 GDC presentation. It doesn't spawn fibers for leaf work.
LEAN / CLEAN / LEADR mapping can break but limits the need to dim down highlights with FXAA or TAA if it works. Doom 2016 did it successfully. (Toksvig factor).
SMAA seems better and very configurable. Basic TAA is fast to code and slow to make pleasing. Lots and lots of edge cases QA will find and report.
MajorMalfunction44
I actually do adore them as musicians. Maybe Chris Barnes turned me against them. Alex Webster is a GOAT bassist. I consider him in with Jared Smith (Archspire),
Conquering Dystopia is amazing. I definitely shouldn't say this, but the game I'm working on is aping the sound. It currently plays 'Sacrifice Unto Sebek' at the splash screen (not the title screen, when we're showing developer and publisher branding) .
I give you notice that death metal is the OST, and that might it be upsetting to some people. And I tell people who don't quit to #StayTech
MajorMalfunction44
I was thinking of shader resolves. sRGB resolves should work. It's not linear, but the hardware gamma-corrects.
Per-pixel linked lists are a reasonable approach for deferred (hybrid forward shading and Visibility Buffer systems, too). If it's for MSAA and not order independent transparency, you can pack which depth buffer MSAA sample to read, the coverage (by count bits in the coverage mask), and the link to the next node, all in 32 bits.
MajorMalfunction44
I love thrash, but I didn't death metal was for me. I'm not a big fan of Cannibal Corpse. Then I heard The Sound of Perseverance by Death. I looked further into technical death metal. Big fan of Nile, Gojira, and Archspire.
MajorMalfunction44
'depends on the GPU' sounds like "underspecified behavior.' Scaling into the 0-1range is needed because MSAA is older than HDR lighting. In places of high contrast, MSAA looks like it's not working. Look at the separation of the foreground and background here: https://therealmjp.github.io/posts/msaa-overview/
HDR monitors are a separate issue. These use a different tonemapping operator than standard 24-bit color to produce 32 (RGB 11:11:10 or 10:10:10, 2 bits unused) or 48-bit color (RGB 16:16:16)
MajorMalfunction44
Archspire, Necrophagist. Check out Necrophagist's two albums: 'Onset of Putrefaction' and 'Epitaph.' For Archspire: 'Relentless Mutation' and 'Bleed the Future.'
MajorMalfunction44
Find the stuff with Rob Dukes: Shovel-Headed Kill Machine, Exhibit A, and Exhibit B.
MajorMalfunction44
I'm doing a 3D game, but UI is 2D in nature. Pixel-perfect UI is tricky when resolution changes. If I shift and scale (3x3 matrix), maybe it works? I'm not an expert at refined 2D games.
MajorMalfunction44
I suggest dropping levels: BASIC or Java, then C, then assembly. I'm not a teacher, but it feels like a progression. The issues C and C++ have are crashing at the instruction level. If you're programming C++, you want to read disassembly, even if you're not great at assembly.
MajorMalfunction44
I figured out the answer for my game. If you have different armor types (none, ballistic, powered suit) and different damage types, you can make specialized weapons that are always useful.
The shotgun has a four-barrels and a two-shot secondary (Blood, Quake / Doom II Super Shotgun). The revolver is armor-piercing and targets weak points (Ion Fury). Other options have a place, as it works against ballistic armor only.
Shotguns do full damage to enemies without armor.
The first level needs to play with short and long sightlines, where the revolver and shotgun are most useful.
Excellent software tools. sed is a whole-project symbol renaming tool. It's awesome in C and terrible in C++. The issue is method call syntax. Perl is always available. It's what I use for most text-related tasks.
Installing stuff offline on Debian systems sucks, but I can do something about that.
Gaming performance has been good. I'm working on a game. It runs well on my GTX 950. Vulkan is cross-platform, and 99% of the code is identical to Windows.
WINE is also there if you need it.