Alexander Potapov
Alexander Potapov
Made a Visual Studio-like theme for [my game engine](https://github.com/asc-community/MxEngine). I am using docking branch, so some settings should be removed if you are on master one  ```cpp constexpr auto...
Also stuck with this problem. `glewInit` takes around 5 seconds. I also have laptop with dual gpu (nvidia/intel)
In your simple case you can convert string to function as preprocessing step, i. e.: `f(x) = a*x + b` -> `def f(x) { a*x + b }` In most...
Found out that this is possible to fix by adding type_conversion to float type: ```cs chai.add(chaiscript::type_conversion()); chai.add(chaiscript::type_conversion()); // all other arithmetic types ``` Seems like check for conversion between arithemic...
Just my thoughts: We can make reflections using SSR post-effect technique, after deferred rendering pipeline will be implemented. Raytracing is hard to implement and probably requires big changes in engine...
Do you want actual raytracing via RTX, or comfortable with SSR? :)
for RTX raytracing the engine must be ported to Vulkan API. I am working on it, but it can take quite a long time
To make it clear what we have in engine for now:  *no antialiasing algorithm enabled* - sharp edges  *FXAA enabled* - too blurry textures
There is also a third option (which is actually the best) - use SSAA by manually increasing camera render texture. It is not implemented in engine as separate method, but...
Hi, The engine uses opengl 4.5, which is not supported on macOS. As a result, macOS build may fail. I can fix this bug, but it would be still impossible...