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Oct 25, 2023 at 10:50 comment added Mangata @Jack Thanks for your reminder. You are right, the code in the question comes from Unity.Mathematics. I am not familiar with this package, so my answer was misleading. Anyway, translating Unity code to Godot C# is not a simple API switch, I will add a more accurate answer for this particular case.
Oct 25, 2023 at 2:14 comment added Jack @Mangata the shader-like stuff is from the Unity.Mathematics package. It is often used to write shader-like code that runs on the cpu using the unity job system.
Oct 24, 2023 at 21:24 comment added Pikalek @Mangata I figured adding an edit to your answer to address the comment made more sense than splitting the info off into another answer. Feel free to edit further as needed.
Oct 24, 2023 at 21:21 history edited Pikalek CC BY-SA 4.0
added code example to address lacking convenience methods
Oct 24, 2023 at 16:06 comment added Ethan This is the code I'm trying to convert github.com/aras-p/UnityGaussianSplatting/blob/main/package/… I don't know the codebase well enough to know if using int instead of uint would be fine with all the bitshifting, I also don't know how to implement the OpenGL Shading language into Godot C# Scripting. I don't know how they put a float3 inside a math.exp on line 22. I also don't know if a custom reciprocal or custom swizzle (new constructor) would work the same as the existing code. But if you could let me know? Also thank you for the Abs function I missed.
Oct 24, 2023 at 7:01 history answered Mangata CC BY-SA 4.0