smcameron

Results 399 comments of smcameron

Ok, I figured out why I was getting that weird lighting. It's because of the fact that there is no "right" way to calculate vertex normals, because it's inherently a...

* cc33d6953a3ae32fe7ae2e54894ea9fbd1562405 Elaborate wombat gun turret model Tweaked the model to prevent the vertex normals of the round part of the barrel from being unduly and badly influenced by adjacent...

I've noticed that too. I don't know what causes it. Also noticed the lens-flare movement isn't smooth and not sure why that is either (most noticeable if you're moving fast,...

@MCMic > fine = 2 * (timer - last_time > 5); > > @smcameron This looks weird to me, is this mix of arithmetic and comparison on purpose? Yes. if...

Ok, I think it is due to floating point imprecision as you move far from zero. If you go to SCIENCE, and set a waypoint for (0, 0, 0), then...

Actually, now that I think of it, it's not in the renderer. It might be that view_offset is a very small vector compared to cam_pos, so when you add them...

Moving the ship to (0, 0, 0) also appears to "cure" the jitteriness of the lens flare as well.

Moved the solarsystem center to (0, 0, 0) and updated all the lua scripts to account for this. * 8b5cb98df782702d8b277a4b67f47a66bb6a622b Move the center of the solar system to (0, 0,...

Added a config for the (in)famous HOTAS WARTHOG.

No, I think it may be because of this: https://github.com/smcameron/space-nerds-in-space/blob/master/snis_server.c#L3014 ``` if (attacker->tsd.ship.in_secure_area || go[i].tsd.ship.in_secure_area) { /* TODO: something better */ return; } ``` If you're near a starbase, the...