Render Plane: Cv2 Display (Texture Manipulation of a plane with Circuits)

We should have a collisionless plane/quad called a “Render Plane” or something that can (but not all that needed) be configured to enter a width, height, & pixel size.

Expected behavior:

Unlike the art canvas, Changes would be implemented at a data level & displayed upon normal render time (can be updated multiple times within a frame), which shouldn’t limit it to almost 1 update every ~2 frames per marker. And have no bi-linear filtering

Possibilities:

  • Fast:
    • Display for a camera, arcade, etc (would be way more practical/less laggy than a bunch of texts like my current Cv2 camera)
  • Custom markers:
    • Advanced bush shapes
    • Advanced permissions
      And probably even more i cant think of because i just pretty much listed my interests for it xD

Then given chips to interface with it:

  • Render Plane Set Size:
    Upon update, it should set the vertices of the plane: X = (Width * 0.5) * Pixel Size, Y = (Height * 0.5) * Pixel Size. & create a new image of #000000 of length Width * Height that is set as the planes texture.
    • Inputs:
      • Width: Int
      • Height: Int
      • Pixel Size: Float
    • Outputs:
      • (None)
  • Render Plane Get Size:
    • Inputs:
      • Target: Render Plane
    • Outputs:
      • Width: Int
      • Height: Int
      • Pixel Size: Float
  • Render Plane Get Pixels:
    Pair with list get element to get a pixels color. & pair with list set element to set a pixel color. & for those who need the abstraction, more chips can be made, or you can just use the formula directly: (Y * Width) + X if X & Y is more intuitive for you
    • Inputs:
      • Target: Render Plane
    • Outputs:
      • Color: List<Color>
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this gave me an idea, what if recroom made a way to create voxels

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Perhaps this can be achieved with RecRoom Studio + Studio Functions and to ease on memory usage a replicator if you’re in Rooms 2.0?

Awesome showcase using texts and I’m assuming a custom way to render point lights and ray-casted objects? Cool!

I have no idea how you got a texture to be displayed, that’s super impressive.

Already figured but RRS is just the devs excuse not to improve in game creation, i dont want Unity, i want rec. But thanks for suggesting.

And technically i did have a friend recreate his RRS room that has a feedback looping camera to display wut touches it, & a animation ro set objects color & set them to position on it, so i already know what its like. But sure would be nice to just have this in the base game, especially because its slower than text

And yeah, my custom blinn phong shader, i done recursive reflections, but thats really only manageable with just a distance map shader. Its the fastest & one of its kind. Just needs path tracing for global illumination, but im alr pushing it way further than has before doing multiple lights n such

And yeah, planning on custom 64x64 textures as thats just a static image, but i often procastinate & jump from project to project. Right now im doing Vector Field pathfinding with like 80 AI at 40 cpu

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