Ah that's something I didn't think of! This will be the next optimization I'll try on my renderer, now that I've saved a lot of memory I can afford some padding.
October 16, 2025 at 9:05 AM
Ah that's something I didn't think of! This will be the next optimization I'll try on my renderer, now that I've saved a lot of memory I can afford some padding.
helps a lot to generalize systems. Combining with ECS, I think it is a very powerful mindset for games that are heavily data-driven/have A LOT of data and interactions.
January 26, 2025 at 4:59 PM
helps a lot to generalize systems. Combining with ECS, I think it is a very powerful mindset for games that are heavily data-driven/have A LOT of data and interactions.
as rendering 30 low triangles electrical boxes. rasterizing & shading a big open forest is not comparable to rendering a city. and that's only the technical side of the problem. I hate these unfair comparaisons. it reminds me of UE Blueprints vs C++ perf videos doing 1 billion iterations. why??
December 19, 2024 at 4:21 AM
as rendering 30 low triangles electrical boxes. rasterizing & shading a big open forest is not comparable to rendering a city. and that's only the technical side of the problem. I hate these unfair comparaisons. it reminds me of UE Blueprints vs C++ perf videos doing 1 billion iterations. why??
The unsafe part is usable and I think can cover a big part of the library. But making it safe is quite hard since OpenUSD use a lot of mutability and shared pointers, in Rust you need somehow to attach a Mutex or RefCell to OpenUSD's smart pointers, or add an indirection. IMO too ugly.
November 27, 2024 at 6:02 PM
The unsafe part is usable and I think can cover a big part of the library. But making it safe is quite hard since OpenUSD use a lot of mutability and shared pointers, in Rust you need somehow to attach a Mutex or RefCell to OpenUSD's smart pointers, or add an indirection. IMO too ugly.