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Terrain tesselation and displacement in the works

From Linx: > Here's my current work on terrain tessellation and displacement - this is what makes the planet surfaces look 3D up close and gives them that bit of extra detail. Right now the texture scale is too big so each rock here is far larger than they would be in real life, but that's because the terrain is still being worked on. This should give you an idea as to what we're working towards!

> Given that the Moon is grey, I fully expect Discord to crunch all the details out of my videos so we'll see how that goes. I also have VSYNC on - the FPS is a bit higher than displayed and there are still many avenues for optimization to explore. Still very early on and a work-in-progress. Any vertex shimmering isn't anything to worry about, just a result of things being WIP :)

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Are the moderators of lemmy too eager to delete threads and comments?
  • I can't speak on behalf the other moderators, but what I can say is that personally I have a pretty high bar for actually deleting stuff.

    If a post or comment is clearly in breach of rules AND (offensive OR spam OR of no quality), then I might delete it. If it's only mildly against the rules and it isn't really hurting anyone, I might just lock it - most content have an audience, even if it's technically against the rules.

    Sometimes I even leave a post intact with the only mod action that I pin a comment saying something along the lines of "Technically against the rules, but it gets to stay because of (insert reason)"

  • What's a luxury you bought yourself that you're really glad you did?
  • Off the top of my head: Leather seats, AC, scheduled preheating, cruise control, modem and wifi, loads of 12V and USB outlets throughout the interior, sun roof, seats that all have more adjustment points than I have joints, HUD, steering wheel heating, automatic high beam dimming, lane assist that actually works, good sound, ability to save and recall presets for seat and mirror adjustments, 360 degree camera view, Bluetooth that isn't a PITA to use,
    And most surprisingly: An app that is actually useful - it let's me remote start and lock/unlock the car as well as upload navigation destinations to the infotainment system. And it notifies me if I forget to lock my car (which I now have started caring about for the first time in 20 years). It also automatically logs trips with addresses, making it convenient for when I need to file an expense claim for work.

  • What's a luxury you bought yourself that you're really glad you did?
  • New car. You remember those infomercials with the grey unhappy "before" video followed by a colored and cheerful "after" ? Yup, that's pretty much me nowadays.

    My old car was durable as hell, easy to maintain and all that. But my new car has so many creature comforts that I cannot imagine myself without them anymore.

    Plus with 7 seats and AWD the entire household finally fits inside, and the mountainous terrain where we live is no longer a problem when the roads start icing up 8n the winter.

  • Do you dread Mondays?
  • I don't, honestly. Due to being a family man, weekends aren't that relaxing. Plus my job is pretty chill, so my job isn't that taxing either - Mondays usually mean that everyone but me leaves the house for work and school, so I can hear myself think.

  • What's the significance of/context behind this quote?
  • Short answer: 1000 came before 500.

    Nuanced answer: An Amiga (don't recall the original name) was released at some point, and Amiga decided to make a cheaper alternative. This cheaper alternative was the 500, and the older model was retroactively renamed 1000.

  • Insert title here

    Back story: https://kyivindependent.com/cia-deputy-directors-son-killed-while-fighting-for-russia-in-ukraine-investigation-claims/

    This picture is alleged to be the last picture of him alive.

    15
    Blackrack showing off thruster smoke progress (links inside)

    From his discord post:

    Thrusters in space

    Cold gas, atmospheric

    Cold gas, vacuum

    > Here is my current progress on RCS thrusters using the previously shown volumetric rendering approach The first video shows hot gas thrusters in a vacuum, these were modeled after real references and look quite different from how they're usually rendered in games The next two videos show a starship-style cold gas thruster, first in-atmo and then in a vacuum

    > Thanks to Stefan for providing the references

    0
    Testing a rudimentary map view implementation

    By dev gravhoek: > Here I added a simple "map view" button to the game to reduce the tedium of maneuver planning. Since everything is seamless in KSA, this is really just warping between two states of camera zoom!

    From the git changelog: >

    • Switched from mailbox to fifo presentation mode which fixes vsync on Windows.
    • Added a toggle between a new "map" mode and local mode using the M key. This "map" mode just zooms out to the currently-followed vehicle's parent for now.
    0
    Dzhanibekov effect during timewarp.

    >Here's a little demonstration of the Dzhanibekov effect using our rotation-under-time-warp physics. In this case, we are using full Newtonian physics to do the rotation but running the analytic solver in parallel to compare the solutions. The long dim RGB arrows are full physics, the short bright RGB arrows are the analytic solver. Watch the blue Z axis ("down" to the pilots) flip between two directions: towards and away from the angular momentum vector (in yellow).

    0
    Released WIP screenshots of terrain rendering

    Quote from Dean Hall:

    WIP terrain material work from Linx

    So Linx has been hard at work. These images are from our internal discord and I just couldn't wait to show everyone, so here's some screenshots and a little bit of detail from Linx. Hope they are okay with me posting this! Please remember it is very work in progress:

    > *Biplanar textures, correct normal mapping, and support for biome materials each with their own surface and cliff texture! The Moon isn't the best example to show off a bunch of biomes - I've got a very subtle setup. The main surface, craters, and maria are different biomes with very subtle differences in the terrain materials but they all share the same cliff texture. The cliff texture itself is probably slightly more dramatic than the moon actually has but is good for showing it off. All the biomes are based off the same dusty texture, with the craters having more rocks and the maria being smoother. Placeholders at best for now. [...] There are no detail heightmaps yet until we're able to compute the deformed mesh normals *

    !

    !

    !

    !

    0
    Kitten Space Agency - A community for/about the game by the same name that aims to be the spiritual successor to Kerbal Space Program
    sh.itjust.works Kitten Space Agency - sh.itjust.works

    A community for the planned game with placeholder name Kitten Space Agency, developed by Rocketwerkz as the spiritual successor to Kerbal Space Program. Rules: - Primarily focused on KSA and the development status thereof. - Relevant posts about KSP1 are allowed within reason. - We do not talk about...

    Kitten Space Agency - sh.itjust.works

    Link: !kittenspaceagency@sh.itjust.works

    10
    What we know so far

    First of all, I can't be bothered linking every source, so I'll just list what I remember hearing from official sources, mostly Rocketwerkz CEO Dean Hall. I will update this post as more information becomes available.

    • Current status: Active development. Some semi-playable tests have been seen. According to the devs the first milestones have been reached: "universe simulator" and "yeeting around in the solar system". These are currently being refined. The next milestone is parts building (not to be confused with ship building) to allow for easy additions or modification of parts from which ships can later be built. The gitbot has reported code changes related to parts.
    • Platform(s): Depends on the popularity of the end result. The main development target is windows, but some of the devs are on other platforms, so porting is highly possible, just not a priority. It is worth noting that Rocketwerkz' other games run fine via wine/proton.
    • Engine: Developed in-house. The name is "Brutal framework". Highly flexible and purpose-built for KSA. Seems extremely efficient and optimized with great multithreading. The name comes from the fact that "it's quite brutal to use" (Citation by Dean Hall), in that you have pretty much raw access to Vulcan.
    • Modding: Confirmed and highly prioritized
    • Pricing/business model: Not set in stone, but Dean Hall has said on multiple occasions that he would like to have some sort of free access. This may or may not involve pay-what-you-like, freemium, or other models. Hall has expressed the desire to have the game funded via contributions, an distributedfor free via bittorrent. However, they will not be taking contributions before they have something playable.
    • Multiplayer: Confirmed
    • Early access: Unknown in the traditional sense. However, the intention is to have early playtests (free) available during 2025
    • Interstellar travel: Confirmed
    • Currently our real solar system is being used for everything, as it's easy to find assets for it and it's a known model they can test against. However, the intention is to have a smaller and more game-like system later.
    • Similar to KSP in how maneuver nodes work, but with more QoL feature such as automatic calculation of transfer orbits, porkchop charts, and movement of maneuver nodes to best fit for intercept. These have been seen in gameplay.
    • No Online-only or DRM. Dean Hall during a townhall livestream: "All my homies hate DRM"
    • Scripting and automation: "Absolutely! I'm a big fan of kOS". Not surprising, as Stationeers (also by Rocketwerkz) has an implementation of MIPS for this purpose.
    • Water buoyancy: "float and interact with water at minimum". They just started working on the graphical aspect of water, and the physical aspect is still not 100% determined.
    • Colonies: Unknown. Dean Halls doesn't want to say anything on this topic because "colonization can mean so many different things to different people."
    2
    Short summary of Kitten Space Agency and its development studio

    Kitten Space Agency (currently referred to as a working title by Rocketwerkz, we'll see if it sticks) is intended as a spiritual successor to Kerbal Space Program.

    Rocketwerkz is a studio from New Zealand and were among the ones originally placing their bids with Take2 Interactive for developing a Kerbal Space Program successor, but after they lost the bid, any work was shelved. However, after Take2 severely botched the sequel, Rocketwerkz revisited some of the early work, as well as its engine and framework, and decided to develop a spiritual successor instead.

    Some of the developers from Kerbal Space Program as well as its massive modding community are onboard. Off the top of my head, this includes:

    • HarvesteR - The original creator of KSP
    • Blackrack - Known for various visual enhancement mods to KSP
    0
    I noticed this sign today. I found it amusing.

    In the context of what's behind it; a wide-ish river being funneled through a concrete construction, it makes sense to be careful about the currents. But void of any context it looks completely different: "⚠️ Interdimentional portal Ahead ⚠️"

    9
    How much are additional lemmy instances needed/wanted beyond what we have at present?

    I'm considering hosting one, and I'm just curious how much effort I should invest in doing it "properly" for everyone to use as opposed to just dicking around on my own for testing purposes.

    11
    I updated the map database in my car

    58.6GB of map data just to make sure I've got all of Europe covered and then some. I will probably never drive to Portugal. But now I can.

    7
    Is there a downside to sticking to iptables over ufw?

    In short, sell me on ufw.

    I learned recently that yfw is basically replacing iptables "everywhere", and as I'm getting old and crusty, this means that I have to learn something new when I'd much rather practice yelling at kids to get off my lawn.

    To me, iptables is fine, and I like its flexibility. I've been using it ever since it de facto replaced ipchains, so ease of use isn'treally a factor in this equation.

    So my more pointed question is: Can I just stick to iptables, or am I missing out on something that can only be done with ufw?

    13
    Who's fastest, Sonic or The Flash?

    Are there any canonical references to how fast these two are, for comparison?

    18
    Finally getting back into it, but it's been decades so I'd appreciate some tips

    I think I was at my most creative and prolific around 20 years ago, with my best stuff being released around 2007-2008. I started dabbling with Cakewalk around 200, which later became Sonar.

    But then Sonar took a direction that really messed up my workflow. But not long after I suddenly had an unrelated career. And then I had a family to take care of.

    In other words, life got in the way. Plus I had permanently migrated to Linux, and despite many attempts I couldn't quite get into it.

    However, thankfully I found Bitwig, and I feel like I'm not at a place where I can start doing it properly again. But of course, all the synths and plugins I used way back when are probably out of date. So any tips for replacing these?:

    Native Instruments Guitar Rig - Guitar effects and processing Edirol Orchestral - Orchestra oriented softsynth Steinberg Hypersonic - general purpose softsynth Drumkit from Hell - Drum softsynth

    Also, is there anything new in terms of tools, techniques, and processes that have emerged during the past 20ish years I should be aware of?

    5
    InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)NE
    neidu3 @sh.itjust.works

    Oh no, you!

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