Charlie Callahan (@ccallac7) 's Twitter Profile
Charlie Callahan

@ccallac7

game engine development - building an open world crafting game - PhD MechE Univ. Colorado (laser sensing) day job = methane detection and mitigation technology

ID: 1864700821541158912

calendar_today05-12-2024 15:58:27

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Would not recommend using AI auto-complete when writing complicated low level code Saves 2 minutes of typing in exchange for 6 hours of debugging

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Added a better pickaxe UI Also improved the mining so that every time you swing the pickaxe it tries to mine atleast N voxels even if slightly outside the radius Makes mining much more consistent and satisfying

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Preventing a 3rd person camera from intersecting meshes: 1. Raycast to detect when the camera view intersects a mesh 2. Smooth camera movement in only one direction so it doesn't glitch out (while also strictly preventing intersections)

Preventing a 3rd person camera from intersecting meshes:

1. Raycast to detect when the camera view intersects a mesh

2. Smooth camera movement in only one direction so it doesn't glitch out (while also strictly preventing intersections)
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Added gems that are dropped while mining Uses refraction, beers law absorption and stimulated emission to achieve the look To make the gem the color C, use an absorption coef. of (-C + 1/C) where (-C) is stimulated emission and (1/C) is absorption

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Blue noise: an array of random numbers with which has zero low spatial frequency components this makes it both less noticeable to your eyes, and computationally efficient to spatially smooth out can be made by highpass-filtering an array of random numbers

Blue noise:

an array of random numbers with which has zero low spatial frequency components

this makes it both less noticeable to your eyes, and computationally efficient to spatially smooth out

can be made by highpass-filtering an array of random numbers
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Smart TVs are interesting. They have a hyper optimized video codec written in assembly which can effortlessly stream 4k video And on top of that is a UI slop layer that takes 5 seconds to respond to a button press

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Working on adding asynchronous texture loading using Pixel Buffer Objects (PBOs) This should allow textures to be loaded to the GPU without stalling the main thread (currently causes stuttering)