rgbaxyzw
rgbaxyzw.bsky.social
rgbaxyzw
@rgbaxyzw.bsky.social
20 year real-time graphics pixel peeker; currently working in video games.
It has been exactly one year since my surgery. It's been a long road of physical therapy but I am nearly back to 100% parity with my opposite leg. Probably won't play a game of soccer or basketball any time soon though :)
December 10, 2024 at 8:18 PM
I feel like everybody has to get one bad injury as they grow older to reconcile their age with expectations. Mine was ACL + meniscus tear. The plus side being once it happens you can pivot and live a healthier life
December 10, 2024 at 6:59 PM
you can now! join us join us join us
November 20, 2024 at 10:03 PM
Reposted by rgbaxyzw
This is getting a lot of new attention. If you like this topic, I have a newer blog post on how to make a low discrepancy shuffle iterator.
blog.demofox.org/2024/05/19/a...
September 30, 2024 at 4:16 PM
Not a CDPR dev, but this doesnt look like a probe issue. Looks like per-vertex data, possibly sky visibility information, that was baked for one mesh topology but wasn't properly updated after the mesh toplogy changed.
November 7, 2024 at 9:28 PM
shaderbits.com/blog/octahed... was a feature in UE4 that is not dissimilar
Post Page
shaderbits.com
October 21, 2024 at 12:53 PM
I am also feeling that split. I couldn't stick with Mastodon so I am going to try and post gfx programmer stuff here and hopefully over time that will shift!
October 20, 2024 at 1:32 PM