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#devlog

14 posts12 participants2 posts today
Continued thread

another example, this time we're enumerating the entire configuration space (this graph has 192 possible wave schedules) and quantifying it by a lifetime metric.

left: schedule optimized for shortest possible lifetime per node.

right: schedule de-optimized for longest possible lifetime per node.

for years i've just let Scopes leak its memory, speculating that I'd eventually get around to add a compile time GC to it.

turns out I get around it for an elegant reason:

for offline caching, Scopes is getting the ability to serialize all its structures.

it will only compile one module per instantiated process, which blesses execution with the benefits of process isolation: a crash is locally recoverable.

so "GC" is simply this:

1. serialize
2. restart process
3. deserialize

Encara que la #Fedijam ja hagi acabat (i guanyat, per cert 😍), continuo actualitzant el #Paraploimos

La última cosa que he afegit és el que en diuen #FogOfWar o boira de guerra. Bàsicament és que el mapa està covert per una boira (en el meu cas per núvolets cuquis) que es va escampant a mesura que hi passes pel mig, o que desbloqueges coses (en el meu cas, a l'entrar a una polis, per exemple).

Crec que ara començaré a fer un #DevLog abans d'oblidar-ho tot!

Hi everybody! And welcome back to our miniseries dedicated to rendering 3D scenes in shaders using the ray marching method. In the third episode, we will bring the previously static scene to life – adding combinations of objects, rotations along different axes and pivots, multiple lighting sources, and morphing using the so-called smooth minimum. #Godot #Godot4 #GodotEngine #GodotTips #shaders #devlog #indiedev
youtube.com/watch?v=Zhtrb6qTgv