genominc, German Das klingt immer besorgniserregender, was es da in #Italien vom #Vulkan der #PhlegräischenFelder, zu hören ist.
Italiens #Supervulkan: #Magma in viereinhalb Kilometer #Tiefe entdeckt – „Könnte morgen ausbrechen“
https://www.fr.de/panorama/morgen-ausbrechen-italiens-supervulkan-magma-in-viereinhalb-kilometer-tiefe-entdeckt-forscher-koennte-93083449.html
CodexArcanum, Well, it took about 2 weeks longer than I expected (spare time for programming is especially spare at times!) but I finally finished swapping out the graphical backend of my roguelike project with a handrolled one using #wgpu! I'm super excited to be fully in control of my #gamedev destiny!
Wgpu is still pretty difficult, even if it is cleaner than opengl with glow and #glutin. (And up-to-date with its own dependencies, always nice!) #rust
CodexArcanum, It does, but #Bevy falls into a sort of middle-zone for my #gamedev desires. I like working on my RL in Rust because I know how everything works down to a pretty low level, and that's a good learning experience and fun for a simpler 2D game.
If I just wanted to focus on the "game" and not the engine, I'd use #Godot and take advantage of the high-level features.
I do love that Bevy exists and wish them great success! I just don't need it right now.
CodexArcanum, In terms of inspirations, I have looked into some Bevy code (I'm eventually going to have to do something about my ECS, and was checking theirs out) but I've mainly based my code on bracket-lib and a little referencing of a project called chargrid. The #winit examples were also very helpful. Winit made a big change in their model in v0.3, the very day I was starting my rewrite, and no one has caught up to that yet.
anderberg, Khronos Group has released a PBR tone mapper specification for better true-to-life renditions.
jglrxavpok, French Et voilà!
New article in my ongoing Recreating Nanite series: Mesh shader time!
https://jglrxavpok.github.io/2024/05/13/recreating-nanite-mesh-shader-time.html
- May contain trace amounts of GPU Traces.
#customengine #solodev #graphicsprogramming #MeshShaders #Vulkan
veronica, Is there anyone on here that has a recommendation for NVIDIA graphics cards? I haven't used them for a very long time, only AMD, so not really up to date on them.
I need it to run fine on Linux, which I hope has improved now. I will use it for not very demanding games like WoW, and for Machine Learning. I currently have an AMD Radeon RX 5700 GPU.
I was considering a Dual GeForce RTX 4070 OC, since it would fit in my box. I can't have any of the super long ones.
veronica, @scottmichaud It's 50% more than the AMD card I have, which performed reasonably well for my DVD upscale project. See https://berglyd.net/blog/2023/08/upscaling-startrek-ds9/
I got my hands on the TopazLabs Linux beta, and that doesn't run on AMD.
I also wouldn't mind the better performance for games, so it should help there too.
veronica, Well, got the card today, and it seems to be working out of the box on Debian 12, and running WoW at maximum settings without breaking a sweat.
I'll call that a success! 😁
alice_i_cecile,
Az, @alice_i_cecile There is also wgsl-analyzer ( https://github.com/wgsl-analyzer/wgsl-analyzer ) though I'm not sure how good it is for bevy. It's already pretty frustrating to use for plain wgsl so I guess it can only be worse with bevy preprocessor.
godotengine, Do you feel the ground rumbling? Better #Vulkan support incoming! 🌋
Read more about our concluded collaboration with Google & The Forge on our blog:
https://godotengine.org/article/update-on-google-forge-2024/
If you are currently working on a #MobileGame, let us know what you think 💭
llemarie, Quick renders of the Sponza scene as voxels of arbitrary shapes (spheres for now).
#MetalRT #rendering #raytracing
aeva, @llemarie omg I love it. also "fractxels" made me think "fractal element" aka a sponza made of sponzas
llemarie, @aeva I do have plans for that. I already support multi-level instancing, so in theory it's not much work.
Then it would look like this (: https://fosstodon.org/@tylermorganwall/112201808515391782
hamoid, Ready for opening! At TaKe Sushibar in #Palma, "A Life Cycle" will evolve on the Mediterranean island during the next 4 months. Very much looking forward to see some good old friends. #algorithmicart #MastoArt #shaders #slowArt
hamoid, Yeah some people asked if the wall was painted for this occasion ;) it was a super nice evening with close friends and even my old startup colleagues who I had not seen maybe in 20 years. Now waiting for boarding and still feeling warm from all those smiles and hugs <3
hamoid, And this is their Instagram in case someone likes liking likeable things online 😉 https://www.instagram.com/takejapanese_restaurant/ 🍣
apq, Another day, another piece of proof that** there are still no ethically sourced AI tools out there:**
jbzfn, ⚡Lavapipe CPU-Based Vulkan Driver Implements Ray-Tracing Pipelines | Phoronix
「 Mesa's Lavapipe driver as a software (CPU-based) implementation of the Vulkan API has now implemented support for ray-tracing pipelines 」
https://www.phoronix.com/news/Lavapipe-RT-Pipelines-Mesa-24.1
ProjectPhysX, #FluidX3D #CFD update alert! v2.15 speeds up framerate in interactive graphics by 20-70%. 🖖🥳💻
How? Turns out iterating over 2 million pixels with a single CPU core is... really slow. I did that 3 times more than necessary for every frame rendered on screen! 🖖😆
I've now eliminated a memory copy of the frame (in favor of pointer swap), and a clear frame/zbuffer operation on CPU since that's already done on #GPU.Release notes: https://github.com/ProjectPhysX/FluidX3D/releases/tag/v2.15
DieGesellschafterinLang, German Phänomen Ätna - #Vulkan spuckt Rauchkringel aus...
#Vulkan #Sizilien #Italien
https://www.sueddeutsche.de/wissen/aetna-wirbelringe-sizilien-1.6528184
tylermorganwall, ‼️ New rayrender update! v0.33.0 introduces instancing with
create_instances()
: copy/paste an existing scene (either a single 3D model or a collection of objects) and translate/rotate/scale it to a new location! This allows you to generate extremely large scenes with a low memory footprint. For example, here's 4,000,000 dragon models with about half a million vertices each: this would take about 150 terabytes of memory if loaded raw!
pekkavaa, A new post: "Shader post-processing in a hurry"
How to improve the perceived image quality by avoiding basic mistakes.
scott,
ProjectPhysX, One of my #PhD papers got selected for the 2022 Best Paper Award of MDPI Computation! 🖖🥳📃🏆
That was a very bold publication for multiple reasons:
- I solo-authored it
- I wrote that paper in only 2 weeks
- the title contains "Esoteric" twice
- I submitted it on April 1st
It's serious science though: I discovered a simple algorithm to cut memory demand of the #LBM in half, allowing huge simulations on cheap #GPUs. This is one of the key innovations in #FluidX3D #CFD.
giuseppebilotta, @ProjectPhysX (I'm sorry but I'm laughing at the reference lists wrapping because they didn't get compacted: <https://www.mdpi.com/2079-3197/10/6/92>)
AgateDragon, Learn how to create a hue shift gradient shader using the GLSL programming language.
#shader #shaders #glsl #gamedev #gamedevelopment #videogames #education #creativity #inspiration #coding #programming #tutorial #hue #artworkhttp://agatedragon.blog/2024/04/03/hue-shift-gradient-shader/
tylermorganwall, Instancing: nested copy/paste, now with rotations!
One row of 3D rstudio balls
One grid of 3D rstudio balls
A whole mess of 3D rstudio balls
giuseppebilotta, Well, this is interesting.
Someone has posted an announcement for open #postDoc and #ResearchAssociate positions on the #GPUSPH forum
https://gpusph.discourse.group/t/postdoc-ra-positions-at-oregon-state-university/207
Although they are not specifically about GPUSPH the software, they are about #GPU, #SPH and related topics (including wave modeling for #oceanEngineering #coastalEngineering), so I think I'll leave the announcement up.
tylermorganwall, 1/2 So this small, rather un-assuming render is kind of insane...
Earlier today, I posted a video showing an animation where each of the 435,545 vertices were themselves a complete Stanford dragon--cool. Instancing! However, when I implemented instancing in #rayrender, I made sure to do so in a way that supported nested instances: e.g. you can create an instance, and then instance that instance, and so on. So why am I posting a 400x400 still image of a dragon again?
tylermorganwall, Rendering the the Stanford dragon with:
❌ Triangles?
❌ Gaussian splats?
❌ NERF?
✅ Stanford dragons(Finally started working on a new rayrender feature that's been on my to-do list for a while: instancing! This video would have taken about 10 terabytes of memory if rendered raw)
julienbarnoin, I know SPIR-V is not meant for human readability and all that, but damn. Is there not any way that the variables were named anything closer to useful than %13525? I understand that it's not a one-to-one match with my glsl variables, but like... This feels like it's actively trying to obfuscate the code 🥲
Maybe there's some glslang option I don't know about that tries to make them a bit clearer?
julienbarnoin, Ha, in the light of the whole discussion around how people treated the original maintainer of #xz, I'm having a little moment of self-awareness as I complain about the features in the open source software I'm using for free, while the amazing people who actually work on it like @gfxstrand and @crzwdjk patiently explain to me why it's not that simple... 😅
Thanks for all your work friends ! ❤️
gfxstrand, @julienbarnoin You're welcome! And we do it gladly, or at least I do. As long as I can keep getting a paycheck to go along with it, I see no reason to stop.
But also, it's okay to gripe a little about things that suck. I know they suck, too. It usually only gets frustrating when people expect me to get out my magic wand and pointy hat and retroactively fix a feature that shipped 25 years ago. 😅
AgateDragon, Learn how to change the look of the halftone pattern shader with different blend modes. View the Shadertoy demo to see it in action, and change the options.
http://agatedragon.blog/2024/04/01/halftone-shader-part-2/
#Shader #Shaders #Shadertoy #GLSL #artwork #coding #creativity #education #gamedevelopment #gamedev #halftone #pattern #programming #tutorial #videogames
sascha, German Just released version 3.40 of the @vulkan #Vulkan Hardware Capability viewer for all supported platform: https://vulkan.gpuinfo.org/download.php
This version adds support for some new extensions and the latest Vulkan profiles.