Git Product home page Git Product logo

neosplus's Introduction

Hello there! I'm xlinka ๐Ÿ‘‹

I'm a passionate software developer. I'm always interested in learning new technologies and improving my skills. Check out my work below!


๐Ÿ“ˆ My GitHub Stats

GitHub stats


๐Ÿ“ง You can email me at: [email protected]

neosplus's People

Contributors

art0007i avatar dfghiatus avatar doublestyx avatar frozenreflex avatar jackthefoxotter avatar jeanahelver avatar lecloutpanda avatar lexevolution avatar marsmaantje avatar nytra avatar psychpsyo avatar rassi0429 avatar sirkitree avatar ty802 avatar xlinka avatar zandario avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar

neosplus's Issues

UDP in logix

a node or component similar to websocket but for udp packets

Shadow and collider mesh auto setup

  • Semi automatic setup for shadow and collider meshes

    • set main mesh to no shadow / collison
    • creates necessary components and links them to corresponding objects
  • Based on naming conventions

    • shadowmesh, shadow, lightblock, etc
  • Neos issues:

    • no open ones

Separate Mesh By Loose Parts

Currently there is only split in pieces by materials but having it be able to be split in all the seperate pieces and join them again in groups or something like the in blender option would be nice i thought of this idea when j saw that a skinned mesh with the cloth physics becomes all the seperate pieces when you collide it with cloth collider

Two JSON parse nodes.

Get JSON data from a specific integer (Like Multiplex) and amount of objects / data

{
    {   0
        "TestData":"123456"
    },
    {   1
        "TestData":"321654"
    },
    {   2
        "TestData":"321654"
    }
}

And amount would count to 3.

Cloth discussion

  • New Cloth collision types such as box, mesh, plane, inverted colliders(Don't know if this would be mesh or not)

    • Temp solution is have a Capsule/Sphere collider be really large in the world
  • Have the Add PinningCoefficients button index by from the prior items VertexIndex

    • Prevents RSI
  • Have the ability to grab all colliders from a referenced slot and if it is null grab all from root

    • Prevents RSI
  • Have a list stored on the Host's client for when a Cloth collision is attached and have it added via "OnAttach" or "OnAwake"(Not to sure)

    • Theoretically better but not sure

C# to LogiX Compiler

Yes, I know these listings are getting absurd, but I'd like to actually start discussing these kinds of things sooner rather than later. Or at least considering alternatives to solutions that are commonly proposed.

In a nutshell, some rudimentary way to compile C# to LogiX. This would involve analysis of the C# code, mapping it to some sort of equivalent LogiX representation, optimizing the data flow a bit, and grouping/arranging the nodes so that they are not a jumbled mess at the end of the process. The hardest part will be figuring out the mapping.

I don't think C# as the source language makes a lot of sense here. We're dealing with two separate programming paradigms here, and the object-oriented functionality of C# doesn't lay out well in a flatter, functional context. An option is to define a new scripting language (say, LogiXScript) and use that as a textual, high-level way to define a LogiX graph.

Add Component Access

Allow specifying value or reference fields to target for a component. Allow reading/writing fields.

vrm avatar support

loading vrm model files and possibly auto configuring to an avatar.
perhaps even loading from web resource like hub.vroid.com

Add Collection support to existing nodes

(Based off of this comment on issue #57)

Ability to use + & - nodes to group together User References to input into thing like Ignore User on certain nodes.

However on second though there might need to be some redoing of some of the nodes now that I think about it to make this compatible.

Fix the duplicate interface problem

this has been a problem that has been plaguing NEOS since Logix was created I don't think I'm the only one that finds duplicate interfaces really annoying and irritating

Bepu x Steam Audio interactions

  • bepu physics allows to define material properties and trigger collision events based on that

  • it should be possible to combine this with the Steam Audio material properties to get dynamic interactions based on that

  • for example:

    • trigger different sounds based on both materials
  • Neos issues:

    • no open ones

Find/get all slots with tag

So basically the find slot by tag but then instead of only 1 finding all slots by tag if there is multiple so it collects them and then when collected all you can do something with them

Bepu - "undo" deoptimization done to the native raycasting

  • Froox did some in-depth changes to the way ray casts from the bepu physics work

    • he mentioned forcing a synced update, instead of the original, separate thread approach
  • They are way more heavy on performance than they need to be

    • if you watch closely at the numbers in the provided unity demo scenes (or the video show casing raycasts), we should have way more head room there
  • We need to take a look at the "intended way" of using them

  • Neos issues:

    • no open ones, only a comment of Froox at the end of the mmc traffic system show case

Bepu - Cloth Physics

  • cloth physics

    • Froox said to not use the bepu "native" cloth simulation
      • seems to be based around "one sphere collider per vertex", which can get expensive really fast
    • may needs another approach with similar results
  • Neos issues:

Put NML in Neos+

So it is one less compatibility to worry about because then if you use mods with Neos+ you only need Neos+ and no need to spoof compatibility hash when using Neos+ with mods since then neos+ would incl the thing to load mods and then it would be just Neos+ incl NML and then show up as using Neos+.DLL since then you only need Neos+ but I'm not talking about it combining both permanently but only adding it to here so it is incl and ofc you then don't spoof the hash since Neos+ being a seperate hash is good so you don't accidentally join people that don't have it but at the same time can use all the mods that you use on NML so then i would launch Neos+ if i wanted to play Neos+ with mods and just launch NML if i play regular Neos with mods so Neos+ would still show up but as only requirement as needing the Neos+ to join

Find component by name

like the find child by name but for components you put in the string which is the name and then if it finds the component on specific slot you plugged it into

integrate BEPUv2 rigid bodies

I would like BEPUv2 rigid bodies to be integrated into Neos Plus so that I can create buildings that can be destroyed along with a lot of other things

Add More User Root Nodes

Currently, the Users>User Root folder is missing several potentially useful outputs, such as Left/Right Foot Position/Rotation. There are also missing nodes for setting certain values. Overall, the folder is quite inconsistent and needs an overhaul.

Light wizard - extented features

  • extend the existing light wizard with new features
  • set brightness by value instead of the current multiplying implementation
  • get lights based on filters
    • type, color, etc
  • set max distance based on raycast measurement to surfaces
    • spot: take the z axis direction
    • point: select able rules, for example:
      • sphere like measurements and taking the averge or something like that
  • light setup templates
    • library of user created templates for easy reuse
    • can already be build with limited features inside of neos itself
  • Neos Issues

360 streaming camera option to the streaming camera that can be streamed to desktop view

This would be nice since I think it will be worth it since recording 360 video currently can only be done via an alt account running on a seperate Neos instance that launches 360 mode but having it in-game on main yeah it might be more performance on the gpu but running 2 Neos instances is even more laggy than just 1 with 360 streaming camera so this feature added to the streaming camera would be Really good

Add FFTStream Component

Simple FFT implementation using C# directly or a C# wrapper around a C library. Would need to investigate a performant means of implementing this. I'm debating how the data should be pipelined. Perhaps the component receives a reference to an audio clip player and a window size and outputs the values through a ValueStream, which then can be used in a custom multi-driver that can drive various fields. Or perhaps there would be an option to specify a frequency to sample, returning the corresponding amplitude.

Mesh manipulation - apply transform

  • apply transform (scale, rotation, position), similar to blender feature

  • for the position you would change the origin point of the mesh

  • Neos issues:

    • no open ones

Bepu - Ragdolls

  • Ragdolls?

    • helios does it, would be "funny"
    • should be a toggle to avoid discomfort
    • optin if used for games
      • knock out -> keep player view add headset and instead of following the body
  • Neos issues:

    • no open ones

world resource management

asset management in terms load priority to set slots and there components to be loaded first.
example: spawn area or floors

Add Nodes for Discrete Integration and Differentiation

Currently, most discrete-calculus-type operations have to be performed manually. Having nodes to integrate and differentiate, as well as perform certain vector calculus operations (divergence, curl, etc.) could be worthwhile. Usage of such nodes would mostly consist of supplying one or more inputs to vary and zero or more setting inputs for controlling the integration interval, among other uses.

Bone Manual-assignment for VRIK component on avatar creation

Just an idea, i'm entirely not sure if this is possible, please tell me if this is unrealistic.

Some sort of UI when creating an avatar kind of like Unity's humanoid rig assignment to assign certain bones manually so you don't need to rely on the Heuristics all the time (though you should name the bones right.). This could allow for re-initialization of the avatar rig in case you have your finger bones or something named wrong, and you can manually assign and fix it, not having to go back into blender and rename the bones, then re make the entire avatar.

New Node & HTTP Request headers

A nearest user node so we dont have to use Get Nearest User Head.
image

Add headers to HTTP requests as we can't do any sort of authorization with API's such as GitHub
image

Add More Types to Random

Currently, Random only supports a handful of types, such as Bool, Int, and Float. Only Float has support for vector types. Let's add more types and vector types.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.