Whew! Thought I'd have to ask the faculty for advice, but I managed it through all the same. After setting up the postprocessor in the programming project with another run through with the multisampled framebuffer (anti-aliasing ahoy!), the problem I had with extremely slow running in the window fixed right up. I even got to test a quirky edge sharpening effect!
As for capstone, things aren't as lucky on our end. Seems like the animation pipeline is (nonexistent) slow, so we're going to have to poke, prod, and get as much priority as we can on getting proxy assets in game. I did fix a bevy of bugs though, including an odd one with the targeting reticle. In my stupidity, I made the parameter for picking up an object via levitation the same one for arrow firing distance. If the arrow firing distance is too far, the accuracy goes off, but that was much closer with an adjusted levitation pickup distance.
There were also timer slowdowns when warping during slow time, more freeze fixing, and all sorts of fun stuff. Fun stuff I'll be handling tomorrow!
We also learned about async and await (similar to std::async and calling a future.get within an async call), but hey. No clue yet on how to do a C# messaging program.
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