![]() ![]() We will use the funding to scale our team further up. Raycast is now publicly launching the Extensions API and Store, opening it up to developers around the world.Īs for the new funding, Mann said Raycast wants to become the leader in developer productivity. The company says that in one month, the community built more than 100 extensions on the beta, connecting to services like Figma, GitHub, Chrome, Notion, YouTube, Twitter and more. Raycast has also released its Extensions API and Store in public beta, giving developers the ability to build custom extensions and share them with their team or community. The team currently consists of 12 members, with more people expected to join by the end of the year. ![]() In terms of growth, Raycast says that in just 12 months, it has increased its daily active user base from 130 in October 2020 to over 11,000 to date, with more than 20 million actions performed on the platform in that time. The software is essentially a developer-focused version of Apple’s Spotlight search, which aims to help software engineers navigate all the parts of their job that aren’t development work using a single tool. Users can easily create and re-modify issues in Jira, merge pull requests in GitHub and find documents. The desktop software takes a note from peers like Superhuman and Command E, allowing users to quickly pull up and modify data with keyboard shortcuts. The platform enables the automation of day-to-day processes and allows developers to focus on important tasks. Ultimate.Raycast aims to make it easier for developers to find and update information with its command-line-inspired interface. Mobile-friendly Frame Data for Mario in Super Smash Bros. You can find a few examples of shapecasting around: for example, if you check out SSBU frame data you can see that they have spherecasts in their animation frames which determine the hitbox: Ultimate Frame Data Mario - Ultimate Frame Data It’s also not completely consistent since some of our enemies are not mesh deformed, so we’ve had to make at minimum three different ways to raycast to catch all of our use cases appropriately. Our current method of slapping attachments all over the enemies isn’t sustainable in the long run and it’s slightly tedious to set up, especially with mesh deformed rigs. Since we don’t have shapecasts, we need to rely on other methods: several hundred or thousand raycast points, Touched (sort of ew to rely on physics for hitboxes), information from Bones to create raycast points and so on. Shapecasting would be really good for our use case since we have mesh deformed enemies as well as enemies that perform large scale attacks. Think raycasting but you aren’t restricted to a line. Please share any feedback you have with the team here. We have a bit of work remaining for accelerating some narrowphase routines, but the majority of the performance improvements should be visible in your maps right now! These changes have been rolling out slowly over the past few months, with one of the bigger changes (the broadphase rewrite) having just released a few days ago. You can expect between a 10x improvement on long rays in huge maps with many large parts, to a 0x improvement on a completely empty map. The performance difference varies based on the workload.
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