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
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
25H2*
September 15, 2025 at 11:42 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.
January 26, 2025 at 4:59 PM
Some of you may remember Itanium.
January 9, 2025 at 4:46 PM
oops avatar: frontiers of pandora* I mixed two different things haha
December 19, 2024 at 4:53 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??
December 19, 2024 at 4:21 AM
(2/2)

- Offset the AABB depth using the gradients and test, with a fallback to a conservative test for steeps gradients.

Could it work 🤔
November 29, 2024 at 10:06 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.
November 27, 2024 at 6:02 PM