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jakubtomsu

16 karma · joined March 9, 2024

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jakubtomsu··on Fixed Timestep Without Interpolation
(collisions are by far not the only issue here, it's just the first one you run into)
jakubtomsu··on Fixed Timestep Without Interpolation
Extrapolation has some very serious drawbacks in action games which make it unusable though. You cannot just move entities forward in time by velocity*delta, because that ignores all collisions with the world. So you end up with a lot of weird jitter and ugly effects like that. And once you start adding support for things like collision while extrapolating, why not just tick the entire game;)
jakubtomsu··on Fixed Timestep Without Interpolation
that's a cool idea! However it does mean I would still have to write the interpolation code which is not fun. But it's a good way to solve the latency issue for sure. Thanks for the idea, I'll add a note to mention it somewhere in the post.
jakubtomsu··on Making a 3D modeler in C in a week
I switched from raylib to Sokol some time ago and it's the best. Super simple and single header C code, no dependencies, cross platform code and shaders, etc etc. I've shipped a steam game and I plan to continue using Sokol in the future.
jakubtomsu··on Solar Storm Rendering
Thank you! I also included the GPU trace from PIX just now, for the sake of completeness
jakubtomsu··on Solar Storm Rendering
Odin supports WASM and some people use it for games and other apps. For example Spall (https://gravitymoth.com/spall/spall.html) is written 100% in Odin and runs in the browser.

Sokol is very nice indeed. I love it because it's so minimal, but it has all the features I need at the same time. Andre Weissflog (the author of Sokol) really knows what he's doing. I've written engines completely from scratch before, and also used high-level libraries like Raylib. IMO Sokol has something from both worlds. The "build your own engine on top" style really fits my style of making games

I think both Odin and Zig are good languages. But Zig is _far_ more complicated and ambitious project, and it's nowhere near finished. Odin on the other hand hasn't changed almost at all in the last 2-3 years, and the 1.0 is just a matter of polishing the compiler and writing an official spec.

Odin does everything I need from a C-like language really well, I don't think I'm going to switch to another language in the next couple years. But you're right it's more suited towards gamedev and graphics programming. If I was more worried about safety I might choose Zig...

jakubtomsu··on Solar Storm Rendering
Yeah you're right, there isn't really any anti-aliasing in the world-space pass. I made sure the text and UI have AA since that would be really bad without it. But the tanks and the terrain don't have it, because it looks weird after the palettization happens. The outlines could also be tweaked to have AA on the "inner" side, however that makes things look pretty blurry... I might look into it again, but I feel like it's not _that_ much of an issue on modern highres displays