Julian
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schneckerstein.bsky.social
Julian
@schneckerstein.bsky.social
-10x Code-Person @symmetrybreak.bsky.social

Working on Misgiven and Tasty Grass Shader
And on top:

Just because you got Volumetric Light, it doesn't mean that everything is shrouded by fog.
March 19, 2025 at 10:30 AM
The Half-Life 2 RTX looks fantastic, but could people PLEASE respect the original art direction?

Just because you have path tracing doesn't mean you crank all your lights by x10.

Just because you got PBR now doesn't mean all your surface should have 0.0 roughness.
March 19, 2025 at 10:30 AM
This concept is of course possible with Vector2/3/x as well. Take this example, where I calculate the magnitude/length of four 2D points at once.

Keep in mind: I barely scratched the surface here of what's possible, not to mention that SEE1 came out in 1999.

Happy Coding!

(5/5)
January 3, 2025 at 2:31 PM
Now for thinking as SIMD as "multiple things at once" the code would look like this.

The key is here that we batched multiple calculation together, processing 4 circles at once.

(4/5)
January 3, 2025 at 2:31 PM
Instead, you have to think about SIMD as processing multiple items at a once. For example: you have a list of circles and want to calculate their area. The basic version would process one circle at the time.

With thinking of SIMD as "fast Vector4" there would be no room for improvement. (3/5)
January 3, 2025 at 2:31 PM
thanks for 100 followers
November 27, 2024 at 5:13 PM
Made a smool game for the @play.date on the InnoGames Jam #14 with @marchingduck.bsky.social, Nadine and @polygonas.bsky.social

Everything done in cozy C!

Github repo + Download: github.com/julhe/Andenk...
Gamepage: www.igjam.eu/jams/igjam-1...
October 9, 2023 at 7:56 PM
Oof, GLSL for WebGL uses glsl100 while GLSL for 3.3 (Desktop) uses glsl330

My current solution...
October 3, 2023 at 7:46 PM
Engine update:

* Cleaner Font + Google Material Icons
* Highlight for selected and hovered objects
* Basic light support with inverse square falloff and reinhard tonemapper.
* Lots of internal refactor: I have now a Core, Game and Editor context (like a normal person).
October 1, 2023 at 11:25 AM
Worlds most ugliest gizmo working in my custom engine. (would love to show a gif or mp4, but I can't??)
September 24, 2023 at 11:40 AM