Zino
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zino2201.bsky.social
Zino
@zino2201.bsky.social
21 | Engine Programmer @ Asobo Studio

I write a lot of C++ and Rust
Been a long time since I've written a blogpost.
"Heterogenous AoS instance encoding for a GPU-driven renderer"
zino2201.substack.com/p/heterogeno...
Heterogenous AoS instance encoding for a GPU-driven renderer
How to manage various instance data requirements inside a GPU-driven renderer with a unified instance representation
zino2201.substack.com
October 15, 2025 at 6:45 PM
Are there engines or apps out there that uses vulkan as their sole gfx API /RHI and provide homemade vk implementations for other backends/platforms (with homemade extensions too) ?
September 16, 2025 at 6:00 PM
So it seems like a miracle happend in Win11 24H2. UpdateTileMappings() doesn't seems as unpredictable and slow on NVidia. I only did simple tests though, with buffers and not giga textures.
September 15, 2025 at 11:40 PM
Reposted by Zino
Graphics Programming weekly - Issue 381 - March 2nd, 2025 www.jendrikillner.com/post/graphic...
March 3, 2025 at 3:18 PM
ajmmertens.medium.com/why-it-is-ti...

This resonate with me a lot, recently I am prototyping on a game that involves a lot of data-driven logic and relationships between entities, factions, resources etc... Seeing this world has a database, a flat array of entities with relationships to each other
Why it is time to start thinking of games as databases
How do we build games that can be understood by intelligent agents? An in-depth overview of the tech that could one day make this a…
ajmmertens.medium.com
January 26, 2025 at 4:59 PM
TIL MSVC only apply NRVO when using using /O2, /std:c++20 or later, /permissive- or /Zc:nrvo. We were wondering why a copy constructor was called when returning from a function and the return value was not constructed as part of the return statement.
devblogs.microsoft.com/cppblog/impr...
Improving Copy and Move Elision - C++ Team Blog
With Visual Studio 2022 version 17.4 Preview 3, we’ve significantly increased the number of situations where we do copy or move elision and given users more control over whether these transformations ...
devblogs.microsoft.com
January 24, 2025 at 1:20 AM
21 yo... why is time accelerating ?
January 22, 2025 at 2:40 PM
Reposted by Zino
Let's wrap up this lovely week with a nice technical post

This is the "case study" from my Masterclass at GPC, where I apply a series of optimizations to improve the effective bandwidth of a 3x3x3 blur (a proxy for a huge set of operations on volumetric data)

Check ALT text for (a lot of) context.
November 17, 2024 at 10:58 PM
Graphics programming changed my PoV about CPU architectures. I want to see a more ILP/SIMD approach to software. I saw some architectures having what's called SPM (scratchpad memory) which is similar to groupshared memory. Wonder what computing would look like if we went full VLIW early.
January 9, 2025 at 4:45 PM
The actor model is very elegant and message-passing in general always worked great for me to exchange data between threads. I would love to generalize my engine towards more actors, but I'm still skeptical about the overhead VS classical fibers/job graph with fine-grained locking (what I have).
December 28, 2024 at 11:47 PM
yea so I watched again some videos of threat interactive, I agree on some of his points, but no, nanite is not a perf disaster. no serious game developer will use something without evalutating its tradeoffs with its content. rendering avatar: the last frontier is not the same
December 19, 2024 at 4:21 AM
Reposted by Zino
First look at Wakanda in 'Marvel 1943: The Rise of Hydra'

It will be a playable location

"We wanted to tell a globe-trotting story ... There are yet-to-be-revealed locations in between"

(via EW)
December 17, 2024 at 7:47 PM
(1/2)

Anyone experimented or have resources about depth gradient based occlusion culling ? I wonder how it could looks in a meshlet renderer.

This is how I see it:
- Store (or compute ?) in your hierarchical depth buffer the gradients
November 29, 2024 at 10:06 PM
Reposted by Zino
Repost if BlueSky is now your primary social media site.
November 28, 2024 at 8:06 PM
Reposted by Zino
I’m doing so much photomode in games and I don’t have my virtual gallery website anymore, so here is a thread.
I will try to dump a game a day.
Today Plague Tale: Requiem.
November 24, 2024 at 1:13 PM
Follow up on that, I started writing the safe part of the bindings and I hit several issues due to the differences between C++ and Rust, specially around mutability. So yesterday I started writing a USDA parser... let's see where this goes
yay I've been able to bind a small part of the OpenUSD api to Rust, only unsafe bindings for now
November 27, 2024 at 6:00 PM
yay I've been able to bind a small part of the OpenUSD api to Rust, only unsafe bindings for now
November 24, 2024 at 5:28 PM
I made the choice to drop out of uni to work in the video games industry as a engine programmer, but sometimes I wonder if I made the right choice. I'm still scared about diploma gatekeeping even though in video games it seems to be easier to enter with only a portfolio.
Waiting for the day the games industry will just stop being gatekept by academia all together
November 21, 2024 at 3:29 PM
Reposted by Zino
OK honestly though, Microsoft Flight Simulator 2024 is staggeringly beautiful? Everything about this feels like a massive upgrade. The EFB, the load transitions, the career mode, the flight model, the weather - it's all just An Enormous Step Up.

Did not think it would blow my mind again, but damn.
November 21, 2024 at 2:51 PM
oh! saw on UE5.5 that Nanite streaming pool use tiled/sparse resources if available, could they now be usable ? Atleast for buffers, i'm not yet interested into hw virtual textures
November 21, 2024 at 1:56 PM
Took a small trip to Japan in Flight Simulator 2024
November 21, 2024 at 10:30 AM
and now you can too ! :)
just me playing Microsoft Flight Simulator 2024 on Xbox Cloud Gaming during the Microsoft Ignite keynote 😎
November 19, 2024 at 5:12 PM
Reposted by Zino
For folks that know me as "the blue noise guy", I've put together a 50 minute video that talks about many of the things I've learned in my ~decade long dive into noise and related topics - up to and including our latest paper published days ago at I3D.
Enjoy!
www.youtube.com/watch?v=teth...
May 14, 2024 at 3:49 PM