Explore tweets tagged as #Vector3
Forgers will do whatever it takes to save nodes. Even if it means inputting numbers in a vector3 variable, extracting them as individual numbers, and combining them into a larger list that should result in a multidimensional list, but doesn't.
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The team @PlayVector3 worked with @MasterAeroxx & @DubaiRpRblx to produce a FULLY ANIMATED trailer for the launch of their new game, Dubai RP! Proud of what we were able to accomplish in supporting Dubai RP on Roblox! Reach out if you're interested in getting an animated
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A tiny nudge toward neighbors = surprisingly natural motion. Vector3 smoothPos = (prev + next) * 0.5f; pos = Vector3.Lerp(pos, smoothPos, smoothFactor); Smooth just a little—and your growth stops looking “programmed” and starts feeling designed. #unity #proceduralart
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I’ve been comparing FIT 1Hz data with raw ANT+ faster data. Here is a power graph (very slow uphill on a grade) showing raw instant (page 0x10) and average (page 0x12) power from Garmin Vector3 pedals. The “power” curve is quite close to FIT — but not identical.
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Did you know? Some Matrix4 APIs such as `translate` and `scale` have been deprecated in the latest Flutter 3.35 release. To update them: - Import vector_math explicitly - Use the new APIs which take a Vector3 argument
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Haskell is insane because it appears to be the most contravariantly medulla-mashing language, with the potential to gigafry an imperative worldview, yet it’s used exclusively by turbo normies who want to ‘data Vector3’ HPC geometry in do‐notation and get one‐shotted by lazy eval
learning the algorithm that toggled from the overhead to the orthogonal view (without gaussian splatting and crashing the engine) was an out of body experience
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vector.cross() vs Vector3:Cross() Much faster! (I deleted my last tweet that had an inaccurate measurement)
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Alright. In my next project I'm going to have separate point & vector types, as they should be. We have this at work in our C++ engine and I can't go back. This guards against things like accidentally adding together two Vector3's that represent points. #GameDev #MadeWithUnity
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ガーミンvector3 sパワーメーター 使っていたのでそれなりに傷ありますが正常動作しています。 FFさんで送別3万で必要な方がいらっしゃれば🙇♂️
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Need to know when you're in the sheep's "cone" of vision? Check the dot product of the sheep-to-pig Vector3 and the sheep-forward Vector3. If it's above 0.7 then it "sees" you! Apologies, high school teachers, I *am* using trig in real life. #indiegame #indiegamedev #godot #n64
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unity朝活 private void OnWillRenderObject() { if( https://t.co/ASvBHVXWwZ == "Main Camera") { _mode = Mode.Render; GameObject bulletobj = Instantiate(_bullet); bulletobj.transform.position = transform.position + new Vector3(0f, transform.lossyScale.y / 2.0f, 0f);
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A handy way to cheaply fake lighting on particles in UE5: Use a sphere mask in world space. Add a Vector3 to the Object Position node to offset it wherever you need #gamedev #VFX #realtimeVFX #UnrealEngine #UnrealEngine5
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i think tsoding is really annoying but my inner him came out when i read this wikipedia paragraph on what is essentially typecasting a vector3 to a bivector3
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> 1. Vectors: You've already used Vector3 extensively (position, velocity, acceleration, direction, size). * What it is: A quantity with both magnitude (length) and direction.
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// goat.mesh loaded // is_door, is_foliage, is_unwalkable_roof Entity* goat = sceneMgr->createEntity(""goat.mesh""); goat->setCastShadows(true); // light exits node->attachObject(goat); node->setDirection(Vector3::UNIT_Y, TransformSpace::TS_WORLD); https://t.co/csPUg3Txft
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あー!ひどい(´;ω;`)ブワッ ここかー…… 何してもだめだと思ったら、UVCoordをVector3にしてもuv[2]が扱えてない。 これはヒドイ……
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"Love how this looks and can’t wait to start my build! 🛠 Read the latest customer review for our EK-Quantum Vector³ TUF RTX 5090. 🌊 Link in the comments 🔗
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