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1h
comment How can i call a thing a lot of times (game: dodger)
@Samuel the current answer means that we have a function that automatically sets itself up to run every random number of milliseconds, the idea being that in that function or one of its child functions you could spawn your "cubes" ... this is basically doing a while loop as well but instead of instantly executing each iteration it executes each iteration after a random delay.
11h
comment How can i call a thing a lot of times (game: dodger)
I added a bit more to the code to help get you started (covers functions inside functions and random numbers ... there's also some great documentation here: w3schools.com/jsref/jsref_obj_math.asp
11h
revised How can i call a thing a lot of times (game: dodger)
bigger answer to help with comments
11h
comment How can i call a thing a lot of times (game: dodger)
yeh you can do both ... might be worth spending some time reading up on javascript fundamentals
12h
comment Sampling in the Compute Shader not working
The input params are uint3 I believe what are the other variable types?
12h
comment Sampling in the Compute Shader not working
I think compute shaders are fundamentally broken / don't behave how we would expect ... gamedev.stackexchange.com/questions/116323/…
12h
comment Compute shader in directx 12?
how is DX functionality not about game development? jeez Josh ... chill out with this overkill moderation
12h
answered How can i call a thing a lot of times (game: dodger)
12h
answered Compute shader in directx 12?
14h
comment How do I build a 3D array result set from a compute shader in unity?
if I log the data out to the unity console I still don't see the actual values in the buffer (the voxel buffer definately isnt full of 0's as I have been able to test it against my cpu meshing code and it works to generate the correct mesh, I just can't see the values anywhere is my problem.
1d
comment Jagged Edges Even With Anti Aliasing 8x Multi Sampling
Looks like its time to upgrade your game engine ... that one sucks ... don't worry im in the same boat too ...
1d
revised How do I build a 3D array result set from a compute shader in unity?
added 616 characters in body
1d
comment How do I build a 3D array result set from a compute shader in unity?
well that's the thing ... setting the value of buffer[threadId] to 1 on every thread should result in a buffer full of 1's ... the scenario can't get any simpler than that ... "doing what i think" is probably not the problem here ... Im willing to bet that this is some sort of debugger tooling bug ... unless you have reason to believe i'm wrong in my thinking here?
1d
comment How do I build a 3D array result set from a compute shader in unity?
no luck there either ... the 1 voxel in the center of my 3,3,3 array aparently has no value either, even though my CPU meshing code is able to generate that single cube correctly ... WTF!!!
1d
comment How do I build a 3D array result set from a compute shader in unity?
ok so ran this in monodevelop, same issue data is apparently empty ... gonna try debug logging the data and see if that works
1d
comment How do I build a 3D array result set from a compute shader in unity?
How about that @Ted Bigham ... this is completely crazy ... its like if i look at the values in the resulting data variables on the cpu there's some sort of bug in the debugger that means I can't see what's actually there ... however my gpu based mesh code doesn't work so I have no idea now how I can debug it!
1d
revised How do I build a 3D array result set from a compute shader in unity?
more detail on the problem
1d
comment How do I build a 3D array result set from a compute shader in unity?
but that's a 1d array and ... hang tight i'll add more detail to the question ...
1d
comment How do I build a 3D array result set from a compute shader in unity?
i have been wondering if that might be related, my understanding is that groupid gives us the reference of the thread within the group whereas dispatchthreadid is giving us the unique thread reference for the thread across the entire dispatch call ... or did I misunderstand it?
1d
comment How do I build a 3D array result set from a compute shader in unity?
nope ... when i say "full of 0's" in the question ... i just noticed it actually populates the first element with a 1