~ Past: rendering lead @figma.com, indie VR dev, founder @ Workflowy, search backend @ Google, Quake modder
miketuritzin.com
This type of thing is really simple in my engine - just spawn an SDF capsule subtraction that is locked to the player's view.
The idea is to handle both alt+return and F11 without calling SetFullscreen twice, presumably.
Seems cursed?
The idea is to handle both alt+return and F11 without calling SetFullscreen twice, presumably.
Seems cursed?
It took a few hours to ...
It took a few hours to ...
Go here, and click into "Courses" for the year you want, then one of the "Advances ..." sessions.
dl.acm.org/conference/s...
Go here, and click into "Courses" for the year you want, then one of the "Advances ..." sessions.
dl.acm.org/conference/s...
dawn-review.googlesource.com/c/dawn/+/281...
Hope someone else benefits, the investigation for this took a while.
dawn-review.googlesource.com/c/dawn/+/281...
Hope someone else benefits, the investigation for this took a while.
This has taken way longer than expected (my first real YouTube video).
This has taken way longer than expected (my first real YouTube video).
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
The fix: turn this off manually ..
The fix: turn this off manually ..
www.youtube.com/@MattGodbolt...
www.youtube.com/@MattGodbolt...
The transition was pretty easy, with the exception of all the "pixel scale" and "content scale" stuff that is now more complicated than there just being a single "pixel density" number for high-DPI.
wiki.libsdl.org/SDL3/README-...
The transition was pretty easy, with the exception of all the "pixel scale" and "content scale" stuff that is now more complicated than there just being a single "pixel density" number for high-DPI.
wiki.libsdl.org/SDL3/README-...
www.rastergrid.com/blog/sw-eng/...
Screenshots show requirements of general purpose allocators and how loosening these provides benefits to custom allocators.
www.rastergrid.com/blog/sw-eng/...
Screenshots show requirements of general purpose allocators and how loosening these provides benefits to custom allocators.
This simple program does the trick:
github.com/milkru/gpu_c...
This should even work when profiling, e.g., WebGPU apps in browser!
[cont]
This simple program does the trick:
github.com/milkru/gpu_c...
This should even work when profiling, e.g., WebGPU apps in browser!
[cont]
- I can use an NVIDIA stats HUD to show dynamic changes to the GPU clock rate (which are very large).
- A D3D12 method, SetStablePowerState, is available to disable these dynamic changes.
Some numbers below!
1/
- I can use an NVIDIA stats HUD to show dynamic changes to the GPU clock rate (which are very large).
- A D3D12 method, SetStablePowerState, is available to disable these dynamic changes.
Some numbers below!
1/
Both automate the interesting and beautiful parts of the work and both deskill the worker. Both result in questionable quality and both are being adopted regardless.
Both automate the interesting and beautiful parts of the work and both deskill the worker. Both result in questionable quality and both are being adopted regardless.
When updating Dawn (Chrome's WebGPU lib), I saw a +50% jump in GPU timings for most/all of my GPU timers (measuring draws, dispatches, etc.).
I bisected Dawn's commit history to find the commit where the perf regression happened, and it ...
1/
When updating Dawn (Chrome's WebGPU lib), I saw a +50% jump in GPU timings for most/all of my GPU timers (measuring draws, dispatches, etc.).
I bisected Dawn's commit history to find the commit where the perf regression happened, and it ...
1/
github.com/KhronosGroup...
The lib is not super well documented but pretty easy to use and hook up to WebGPU - e.g., to load HDR cubemaps, 3D textures, etc.
github.com/KhronosGroup...
The lib is not super well documented but pretty easy to use and hook up to WebGPU - e.g., to load HDR cubemaps, 3D textures, etc.
liveplusplus.tech/features.html
liveplusplus.tech/features.html
Both in terms of algorithms and GLSL character minimization!
blog.pkh.me/p/45-code-go...
Both in terms of algorithms and GLSL character minimization!
blog.pkh.me/p/45-code-go...
Distances are reconstructed via trilinear interpolation of cached values on a grid.
This is the equivalent of what was shown in my earlier 2D animations (see below!)
Distances are reconstructed via trilinear interpolation of cached values on a grid.
This is the equivalent of what was shown in my earlier 2D animations (see below!)
Make a tunnel, walk through it, and then close it up behind you.
Going to experiment with this for gameplay in a mining context.
Make a tunnel, walk through it, and then close it up behind you.
Going to experiment with this for gameplay in a mining context.
- Negative (interior) samples of the analytic SDF are blue, positive (exterior) samples are orange.
- Circles are drawn around samples to show distance magnitude.
- Intermediate bilinear interp samples / segments are drawn.
1/
- Negative (interior) samples of the analytic SDF are blue, positive (exterior) samples are orange.
- Circles are drawn around samples to show distance magnitude.
- Intermediate bilinear interp samples / segments are drawn.
1/
- White line is the analytic SDF curve.
- Sparsely-allocated cells (and distance samples) are shaded.
- Yellow line in the reconstructed SDF curve from cached samples (via bilinear interpolation of distances).
- White line is the analytic SDF curve.
- Sparsely-allocated cells (and distance samples) are shaded.
- Yellow line in the reconstructed SDF curve from cached samples (via bilinear interpolation of distances).
"Gangs of Program Instances" has a certain menacing ring to it 😁
"Gangs of Program Instances" has a certain menacing ring to it 😁