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May 2025

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  • May. 14th, 2018
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    [personal profile] xax
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    • gamedev challenge
    posted @ 10:39 pm

    oh right, posts

    this two-week project was basically "put together an opengl renderer for all the generation code i've been working on". at first i was gonna try rust, but... basically rust is really frustrating. so instead o went with the lambdacube library in haskell. and that's probably temporary, since lambdacube has some issues of its own (it's mostly-abandoned in a partially-finished state and i couldn't figure out how to get shader uniforms working, which is _kind of_ a big deal since that's like, basically the simplest thing to do in a shader).

    but i did get everything rendering, and i got random houses rendering with random plants in random graphs, so that's pretty neat. (here's a graph render and here are some plant renders) the next thing i should do with that is... i think go back to the 'landscape' generator, and see if i can do anything about rendering actual landscape features in 3d given the graph output. what would also be nice is getting subgraph generation working, and then rendering actually complex worldmaps. that's still a ways off, though.

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    • (Anonymous)
      posted @ 11:51 am (UTC)

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      What was the issue with the uniforms?

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    • xax: purple-orange {11/3 knotwork star, pointed down (Default)
      [personal profile] xax
      posted @ 03:42 am (UTC)

      no subject

      as far as i could tell, uniforms don't work in lambdacube. i was never able to get any uniform aside from a single float (no vectors or anything else, and not even two distinct float uniforms) working. there was only minimal documentation as to what the correct format to specify uniforms was, and apparently at some point the lambdacube devs rewrote all their demo applications to only use a single float uniform, so i couldn't reference off of those either. other, older demos used an entirely different way of specifying uniforms, which i also tried since the code to do that was still in the library, also to no effect. i'm still not sure if the problem was "the library broke its uniform support" or "i'm doing something wrong when i specify uniforms".

      also, when these errors happened, the actual thing that happened was that the program crashed with weird debug messages talking about the raw parse state of the lambdacube pseudo-haskell shader language, in terms that none of its documentation ever mentioned. there was very little documentation of what the syntax of its shader language even was, and i had more than a few problems that were caused by weird type inference in the shader that seemed to magically appear and disappear when i made changes that didn't seem like they should have changed the inferred type, and there were a few notes about how lambdacube didn't actually do any typechecking for its uniforms at all, which meant that you could declare uniforms as anything and it would happily typecheck, which also made figuring out if i was doing anything wrong much harder, so attempting to debug anything was very confusing and weird.

      anyway eventually i gave up and started using gpipe and that's gone a lot more smoothly.

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