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legends2k
searching PlanetScale…
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211.
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by
legends2k
10y ago
Most of them are closed, at least I couldn't find one which fit my needs and also none explain what they do very well. But hey, I can't answer your question, since I cannot upvote on my own post, so I'm not the one calling it
212.
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legends2k
10y ago
Thanks, will check when I get time.
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legends2k
10y ago
Wow, the visuals look stunning, I like the noir theme!
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legends2k
10y ago
Huge fan of Commandos series and the Desperados series. In fact this was inspired by it :) Thanks for bringing up its name!
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by
legends2k
10y ago
This is new! I'd never hit it. But it seems the angular point sorting is off, can you please send the browser and its build you are on? I'm unable to reproduce it.
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legends2k
10y ago
Seems to be a great article at first glance, will read it. Thanks!
217.
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legends2k
10y ago
This too is a reference that I'd cited in the design document I'd linked :) See the References section.
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legends2k
10y ago
Thanks for your kind words.
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legends2k
10y ago
This is one of the references I'd cited, see the References section in the design document link I'd shared.
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legends2k
10y ago
My bad! Of course ray tracing in the GPU would be costly; I dunno where I got that. I think my mind is still stuck on 2D after this, need to go back to 3D :) When I had to do picking on a 3D terrain, I did a scanline approach too ( https:&#
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legends2k
10y ago
> How much more complicated would it be if the obstacles were not polygons but points on a grid? I think with grids, one approach would be to go with a flood fill kind of an algorithm, but doing it cell-by-cell will be costly. An alterna
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legends2k
10y ago
> the result is probably wanted by the CPU -- I think this is a good reason to do it in the CPU. > its not an obvious candidate for offloading the the GPU -- How? Shooting a ray to every vertex comes to my mind.
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legends2k
10y ago
In case someone is interested in the design: https://bbcdn.githack.com/rmsundaram/tryouts/raw/e06259fffad... Devising the algorithm took around a month; did it in my free time. The implementation took a week,
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legends2k
10y ago
Thanks for reporting this ;) This is a floating-point comparison problem, I faced it frequently during development; need to play more with it to arrive at a better epsilon ε value.
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legends2k
10y ago
This looks great! Are the calculations done in the GPU?
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Show HN: 2D field of view demo
(jsfiddle.net)
333 points
by
legends2k
10y ago
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76 comments