furtivewalker.bsky.social
@furtivewalker.bsky.social
Reposted
I like sharing this story as a warning that the result of optimisation may defy expectation and that one should always profile any change: Once, we removed a long, inactive branch to reduce VGPR allocation/increase occupancy. This worked but shader became unexpectedly slow, mem latency bound. 1/2
January 29, 2025 at 9:19 PM
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I got tired of people relying on other people's code to build demos (or games for that matter) so here's a tutorial in 40 steps and ~400 lines of C++ on how to build a renderer (with music) in DX11:

gargaj.github.io/demos-for-du...
January 28, 2025 at 6:04 PM
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Six months ago, I published this article about the original Sierra AGI interpreter source code being found on Space Quest II game disks: lanceewing.github.io/blog/sierra/... #SierraOnline #SpaceQuest
The Space Quest II Master Disk Blunder
There is nothing unusual about the outside of these disks, but there is something unique about the data that is stored on them, something that Sierra On-Line would have been totally unaware of and cer...
lanceewing.github.io
December 6, 2024 at 12:08 AM
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I'm keeping updated this super comprehensive collection of papers (by tech and by year), from the Kajiya eq to latest differential and neural approaches, passing by RRT and MC theories | As before, repost if you think it may be useful to others.

drive.google.com/drive/folder...
November 21, 2024 at 9:38 PM
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It's done, I've made a tutorial for my skybox shader, now made in #Godot ☀️🌗

You can read it here
▶️ kelvinvanhoorn.com/2024/12/07/s... ◀️

Including the project files 📂👀

#TechArt #Shader #Tutorial #GameDev #ScreenshotSaturday 🤔
December 7, 2024 at 3:50 PM
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Calling my peoples! I got tired of journalists repeating the SPUs were difficult without understanding what it means, so I set out to create an easy to understand resource that covers the main issues. Please let me know if I am missing anything you'd want covered
www.maisonikkoku.com/2024/12/07/s...
Stop Saying The SPUs Were Difficult To Program – okibariyasu
Rainy days always remind me of summers at my grandmother’s farm in the Catskills, spending lazy days floating on the lake, laptop in hand, pipelining SPU asm loops until there were no more empty slots in the schedule to fill. Those days were pretty great. But do you know what’s not so great? Journalists blindly repeating the SPUs were difficult to program without any real understanding of the nuanced details. Not cool.In this post I am going to attempt to give a Fair And Balanced1, unbiased2, and nuanced (笑) description of what people usually mean when they complain about various aspects of the SPUs. The goal is to keep it nontechnical enough for humans to understand, while providing enough details to capture nuance beyond the usual generalisations. I will fail at both goals As always, this post is constantly changing as I get ideas/feedback from the Smart Kidz. Please feel free to share this with a games journalist you love!
maisonikkoku.com
December 7, 2024 at 12:18 PM
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Join in on the #AIandGames / #GoalState lore quest.

In the meantime, we're at 118% funded for our course on #AI for #indiedev and #gamedev, we just need £1265 and we're at our first stretch goal which adds a stack of #unity tutorials! Let's keep it going!

bit.ly/GoalState
November 26, 2024 at 12:18 PM
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Still one of the most accessible explanations of the rendering equation out there
November 18, 2024 at 8:26 PM
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