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.
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 |
// 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 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>, |
No response 💀
It is something very difficult to do but is also worthless to almost every type of game.