Marcus Brummer

Results 61 comments of Marcus Brummer

This would be relatively easy to implement. The terrains are already backed by a pixmap containing the heights. But i'm not convinced that this should go into the editor..that's more...

Hmm, well after all Mundus is a world editor, so this might be useful for real projects. I could imagine implementing this in a native window using the lwjgl3/glfw features....

That's huge ;) The initial plan was to just create the game world with Mundus and provide an api to load, render and interact with it (so that's your first...

This has a quite high prio in my opinion. I never really used the libgdx bullet wrapper, so i can't say how much time we need for this. But i...

I agree with both of you. It' definitely necessary, but right now my main focus is still on the asset management (internally as well the ui). I was also thinking...

I need a couple of days to finish the base architecture of the asset system. I'm afraid there's not much to for you guys, because i'm still experimenting. The focus...

Hi, that's definetly something i want to do. I'll start with implementing a simple watermark system, which just blendes one image into the other (maybe with adjustable alpha value). Later...

Here are some simple real-world applications of Compute Shaders that could be added to the [godot-demo-projects](https://github.com/godotengine/godot-demo-projects) repository: - Calculate a mandelbrot set in a compute shader using `n` GPU threads...

Yeah probably. I just listed them because these are simple and approachable problems which demonstrate aspects of compute shaders which almost everyone needs when developing their own: - input of...

Something that would drastically improve the UX would be image previews. I don't mean little thumbnails, but rather a dedicated area, which displays the image once you have selected one....