shakesoda
shakesoda
having separate subdivisions for x and y would be useful for things like screen space techniques (by default they can just be the same value). note the (undesired) wide polygons...
re questionably practical at vr framerates: i have to contest this on a couple points: 1. this is unlikely to be true for too much longer (i.e. a hardware generation...
very much worth testing this on arm
i've got more around somewhere, but here's the aabb-frustum test i use in my games https://github.com/excessive/ludum-dare-43/blob/master/src/math/Intersect.hx#L41
compression is really useful, strongly support exposing it. over in my voxel project compression is the difference between
alright, I'll probably have a look at implementing this myself in the near future since I'd like to use this for [Noodler](https://github.com/excessive/noodler).
i don't have any objections. anyone know what the RH crew thinks?
I won't close this without some investigation, but this is *incredibly *unlikely as video timings don't have any interactions elsewhere that should be able to cause sync drift in any...
please try the 5_1-rpi branch. you may need to disable some options in cmake. edit: i've only built for arm64 (raspberry pi os 64-bit), so the build flags are likely...
StepMania requires all those folders next to it in order to run, if you haven't packed the smzip into the .app.