No response 💀
https://www.reddit.com/r/unrealengine/comments/g7i7jf/anything_about_synchronized_local_physics_grids/
It is something very difficult to do but is also worthless to almost every type of game.
No response 💀
It is something very difficult to do but is also worthless to almost every type of game.
| const adapter = await navigator.gpu.requestAdapter(); | |
| const device = await adapter.requestDevice(); | |
| const shaderModule = device.createShaderModule({ code: `struct VertexOutput { | |
| @builtin(position) position: vec4<f32>, | |
| @location(0) fragmentPosition: vec2<f32>, | |
| } | |
| struct Uniforms { | |
| center: vec2<f32>, |
| // Of course you can see it live | |
| // https://stackblitz.com/edit/vitejs-vite-sxrsd9?file=src%2FApp.tsx | |
| import * as CSSType from 'csstype'; | |
| import { | |
| PropsWithChildren, | |
| createContext, | |
| FC, | |
| useId, | |
| useEffect, |
| const parse = input => | |
| input.split(',') // params separated by comma | |
| .map(part => part.split(/[:=]/g) // param/value pair separated by : or = | |
| .map(part => part.map(term => term.trim()))) // trim params and values | |
| .filter(([k, v]) => k && v) // filter out empty entries | |
| .reduce((p, [k, v]) => ({ ...p, [k]: v }), {}) // join everything on one object | |
| // parse('a : 1, b=32423, c: true, d e f g : example AND test, test = false ') | |
| // outputs |
If you follow the official guide you will quickly find that it doesn't work. And even if you manage to build it once, you will also find that you won't get any autocomplete or intelisense on VSCode or CLion without some extra non-obvious configuration.
We could give up, and have a better use of our time, or we could waste our weekend trying to make it work, let's do the latter.
Make sure you have the prerequisites as lited on the official guide, I will paste them here for convenience.
| print(MachinesToBuild, OutputOverclock, ShouldOverclock) = concat("Build ", string(MachinesToBuild), " machines ", string(ShouldOverclock ? "OVERCLOCKING" : "underclocking"), " to ", string(OutputOverclock), ". It will generate ", string(OutputOverclock * MachinesToBuild)," parts") | |
| TotalInputPartGeneration = 1 # The amount of parts the last machine group generates in total | |
| MachinePartInput = 1 # The number of parts one machine wants | |
| MachinePartOutput = 1 # The number of parts one machine generates | |
| Offset = 0 # Machine count offset, decrease to overclock, increase to underclock | |
| MachineIORatio = MachinePartInput / MachinePartOutput # | |
| MachineGroupRatio = TotalInputPartGeneration / MachinePartInput # | |
| MachinesRequired = floor(MachineGroupRatio) # |