#Lux's Devlog
1 messages · Page 7 of 1
not sure I like the particle effect
I thought you were using flares as rocket fuel
didn't read this
in general I feel like the brightness of the plume isn't an issue
but yeah, the expansion is a bit too much I guess
it is when you look at it from an angle, like when i looked down on the plumes
the flare that the camera got
thats mostly a KSP2 camera issue
as they add that bloom to pretty much everything
but yeah, expansion is too much
yeah that I agree with
maybe for like a 10km alt is good, but not sea level
I'm no physicist, but probably because the further from the nozzle the plume is, the less dense and the less pressure it has, so the atmosphere compresses it more?
idk lmao
makes sense yeah
here, for reference a sped up full burn from sea-level to near-vacuum and engine shutdown
you can see how at around 15 km altitude it starts transitioning into that wide-base thin-tail plume
Remember kerbins atmosphere is 70% of earths in height
yeah true
Engines are off
coughs spacex dragon coughs
All those depressions are mesh details? Or normals?
but since they are occluded for most of the time its ok, they dont get calculated by the shader
Ah fair
thats why ie IVAs are so detailed, most of the time they are not calculated even if youre looking at them from outside
buh
one of the main changes with the LogBisect is this
a mesh intersection doesnt account for 2nd intersections
but logbisect does 🙏
gotta fix some precision errors (those dots)
how is the FPS?
100 or so fps
as for, ingame/unity, pretty good, theres still a lot to optimize
on pc
it caps to your monitor hz
yeah its caps
60 on phone
24-30
ihave 75 cuz my monitor refresh rate is 75hz
do you have webgl/hardwware acceleration enabled?
but yeah, it still has a lot of room for improvment because basically it is trying to find the intersection from the camera to the FAR value
ah you're right, now it caps to 75
i have to do from the closest point to FAR
I think I disabled it because it was causing some visual glitches
i see conditionalssss

I KNOW I KNOW
im not good enought to turn that into branchless
i gotta do some reasearch on how to
probably a
max(0.0, EdgeT * (intersectionCount + 1));
max(0.0, EdgeT * (intersectionCount));
max(0.0, EdgeT * (intersectionCount - 1));
max(0.0, EdgeT * (intersectionCount - 2));
would take care of 4 of those conditionals already
@tiny blaze
can't you turn this into an ifdef? unless glsl doesn't work like that
if(ANIMATE){
LINEAR = sin(time) * .75;
QUADRATIC = clamp((sin(time + 58.) +sin(time)) * .02, -.4, .4);
RADIUS = max(.5,sin(time) + .25);
}
i think i can, let me check
btw shadertoy, you can change things and recompile on the fly, its pretty fucking cool
Yeah you can do this
#ifdef ANIMATE
LINEAR = sin(time) * .75;
QUADRATIC = clamp((sin(time + 58.) +sin(time)) * .02, -.4, .4);
RADIUS = max(.5,sin(time) + .25);
#endif
done 
the main problem as for conditionals is the ones inside the forloop
specially that crossed one
but i can't really avoid that one
actually, almost none of those i can avoid
For example, if the condition is one that is taken by every invocation in the wavefront, then no runtime divergence is needed. As such, the cost of the if is just the cost of checking a condition.
This is interesting
so ie the If(ANIMATE) is not bad
since every execution goes through it
yeah thats true
Computer Science, Machine Learning, Programming, Art, Mathematics, Philosophy, and Short Fiction
gotta start using these
So essentially
edgeT = crossed * bisect(rayOrigin,rayDirection,oldT) + (1-crossed)*t;
25 fps on iphone x
in full screen
but lower res get like 60
nice
thats actually pretty good
bcuz its not meant for phones at all, so phones should be underperforming at like 5fps
works
what was the hack to be able to play with thunderkit?
i can't profile the shader on scene view 
well the plan is to provide both volumetric and mesh for the modders
then they choose
but im guessing that everyone is going volumetric so 
gotta optimize everything pretty well tho
cuz i already plan on Plumes and Frost to be volumetric
volumetric frost??
@tiny blaze Is there a thread for your Patchouli mod?
IM BACK!
not really
yet
Well wherever you were I hope you had fun! Can you take a look at what I’ve been doing with my reactor models? I’m curious if I’m headed in the right direction to be able to have a configurable part that can be inline or open
it was not fun i promise lmao
i promise to work on it soon
let me just recover a bit 
and obviously
send the models!!
I hope you're OK! Please take your time and don't worry. I posted some about my models here (#1155330229892550677 message), but I'll be happy to send them to you if that's helpful.
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
I used these blends to make two different FBXs for each part
So, each part brings in two separate meshes, one that would be used in either mode (the base obviously), and one that is only used in the In-Line mode (top of course)
I'm hopething that this is the right general approach so that the top mesh can be switched on or off along with the attachment node associated with it.

