@aras@mastodon.gamedev.place
@aras@mastodon.gamedev.place avatar

aras

@aras@mastodon.gamedev.place

Programmer. Unity 2006-2021. Website at https://aras-p.info Admin of https://mastodon.gamedev.place

This profile is from a federated server and may be incomplete. Browse more on the original instance.

ninepoints, to random
@ninepoints@mastodon.gamedev.place avatar

I wrote a post I could link/refer folks to that periodically ask me "how to get into computer graphics": https://www.jeremyong.com/graphics/2024/05/19/getting-started-in-computer-graphics/

runevision, to random
@runevision@mastodon.gamedev.place avatar

I've quietly made my LayerProcGen framework public:
https://github.com/runevision/LayerProcGen

It's a framework (C#) that can be used to implement layer-based procedural generation that's infinite, deterministic and contextual.

Nobody else have tried/tested it yet - if you're up for taking it for a spin, let me know how it looks; what's clear or confusing, if you think there's low hanging fruit improvements I could make, etc.

Video of a mountainous terrain and visualizations of the kind of layer based generated data that's used to generate it.

JacquesLucke, to random German
@JacquesLucke@mstdn.social avatar

We had a design workshop last week. We discussed a fairly large number of topics which you can read about in the blog post and meeting notes. We invited
@erindale as a special guest, thanks for joining!

https://code.blender.org/2024/05/geometry-nodes-workshop-may-2024/

xoofx, to unity
@xoofx@mastodon.social avatar

Somes folks have been wondering what is happening with the .NET Modernization in Unity and the migration to .NET 8 and CoreCLR, so here is an update https://forum.unity.com/threads/unity-future-net-development-status.1092205/page-54#post-9848724 🤗

#unity #unity3d #dotnet #csharp

c0de517e, to random
@c0de517e@mastodon.gamedev.place avatar

The list of talks for REAC 2024 is now online!

Join us, June 3rd and 4th - register on https://www.enginearchitecture.org/2024.htm - and please share !

BartWronski, to random
@BartWronski@mastodon.gamedev.place avatar

I am excited to finally share our recent paper "Filtering After Shading With Stochastic Texture Filtering" (with Matt Pharr, @marcosalvi, and Marcos Fajardo), published at ACM I3D'24 / PACM CGIT, where we won the best paper award! 1/N

inthehands, to random
@inthehands@hachyderm.io avatar

Who called it “code review” instead of “objection-oriented programming”

mtothevizzah, to random
@mtothevizzah@mastodon.gamedev.place avatar

Please join us for the 2024 edition of the Rendering Engine Architecture Conference, which will take place remotely but live on the mornings of June 3rd and 4th. Registration is open, we look forward to sharing some wonderful talks from EA, Remedy, 4A, Santa Monica Studio, Blizzard, and Godot!

https://www.enginearchitecture.org/2024.htm

yiningkarlli, to random
@yiningkarlli@mastodon.gamedev.place avatar

Vue and PlantFactory are being discontinued, but as part of being discontinued, you can now download and use them for free.

This is the end of an era; Vue has been a mainstay in building 3D terrain and environments as long as I can remember.

https://www.bentley.com/software/e-on-software-free-downloads/

zeux, to random
@zeux@mastodon.gamedev.place avatar

meshoptimizer is at 5000 stars!

I have a growing list of things I'd like to tackle both in the core library and in gltfpack; I intend to spend more time on meshoptimizer/gltfpack in the coming months.

Was hoping to get a grant from Epic MegaGrants for maintenance for this year but they declined my application so I guess we'll just yolo this :)

Thank you everyone for using the project!

https://github.com/zeux/meshoptimizer

mjp, to random
@mjp@mastodon.gamedev.place avatar

After reading through the cool ZH3 paper (https://torust.me/ZH3.pdf), I added the ZH3 hallucination method for calculating irradiance to both BakingLab and Probulator

https://github.com/TheRealMJP/BakingLab/commit/0d6f4ceaed699fc32e94b9ae1919bedf7ae4e498

https://github.com/kayru/Probulator/commit/4a97a2b021eb2ca7ef696f4ddf36ba9a9432cbb6

JacquesLucke, to random
@JacquesLucke@mstdn.social avatar

Wanted to post about the new stuff we've worked on for for a while now, but the release notes page is getting so long that I did not know where to start. Anyway, here we go.

Links to all the feature commits can be found here: https://developer.blender.org/docs/release_notes/4.2/nodes_physics/

ocornut, to random
@ocornut@mastodon.gamedev.place avatar

dear imgui 1.90.6 released

image/jpeg
image/png
image/png

jacqueline, to random
@jacqueline@chaos.social avatar

the thing about c++ is you can do

std::numeric_limits<uint32_t>::max()

and be technically correct, portable, more expressive, etc.

or you can just do

UINT32_MAX

which is probably Wrong and Bad in many ways, but has the strong advantage of not sucking ass

BartWronski, to random
@BartWronski@mastodon.gamedev.place avatar

If you use Mastodon on desktop (as opposed to mobile), I cannot praise highly enough Phanpy https://phanpy.social/
It really cleans up my timeline, handles replies very nicely, and allows for a great "refresh" (view updates) experience.

castano, to random
@castano@mastodon.gamedev.place avatar

This is the performance regression that I discovered a while ago:

https://github.com/KhronosGroup/SPIRV-Tools/issues/5658

If you are targeting Android devices, make use of fp16 math and you are using a recent build of spirv-opt (last two years), then you are most likely affected. The proposed fix should give you a noticeable performance boost.

forrestthewoods, to random
@forrestthewoods@mastodon.gamedev.place avatar

Proving that Immediate Mode GUIs aren’t significant battery hogs. Computers are really fast!

MacBook M1 Idle: 3.5 watts

Dear ImGui: 7.5
ImPlot: 8.9
EGUI: 8.2
Rerun: 11.1

Spotify: 5.8
VSCode: 7.0
YouTube: 11.5
Facebook: 8.7

Compiling: 50.0

Full blog post: https://www.forrestthewoods.com/blog/proving-immediate-mode-guis-are-performant/

c0de517e, to random
@c0de517e@mastodon.gamedev.place avatar

Registration for REAC 2024 is now open! Check our page to see the amazing speaker lineup we have this year! https://enginearchitecture.org/2024.htm - and please share!

olafurw, to random
@olafurw@mastodon.social avatar

MS-DOS is now open source, so in a time honored tradition. Lets look for curse words!

https://github.com/microsoft/MS-DOS

Humus, to random
@Humus@mastodon.gamedev.place avatar

So "pitch black" is a thing, but what about the other principal axes of rotation?

I propose:

Pitch Black
Yaw Blue
Roll Brown

solidangle, to random
@solidangle@mastodon.gamedev.place avatar

NASA rearranging Voyager 1's memory layout on the fly to workaround bad HW.

https://blogs.nasa.gov/voyager/2024/04/22/nasas-voyager-1-resumes-sending-engineering-updates-to-earth/

nh, to random
@nh@mastodon.gamedev.place avatar

You may be nerdy, but you'll never be "build an entire fashion brand around the concept of taking the root of the previous result on your calculator" nerdy.

jvalenzu, to random
@jvalenzu@mastodon.gamedev.place avatar

If you're lucky enough to attend ITU in Copenhagen, here's an opportunity to hear some experimentally determined methods for high performance game programming.

https://learnit.itu.dk/local/coursebase/view.php?ciid=1540

luna, to random
@luna@pony.social avatar

Did you know? I curate a gallery of procedural artworks by various demosceners — each piece was rendered by an executable program no larger than 4096 bytes:

https://executable.graphics/

9erdelta, to random
@9erdelta@mastodon.gamedev.place avatar

not mine but had to share it

  • All
  • Subscribed
  • Moderated
  • Favorites
  • JUstTest
  • thenastyranch
  • DreamBathrooms
  • ethstaker
  • InstantRegret
  • Youngstown
  • magazineikmin
  • osvaldo12
  • slotface
  • khanakhh
  • rosin
  • kavyap
  • everett
  • tacticalgear
  • provamag3
  • ngwrru68w68
  • GTA5RPClips
  • cisconetworking
  • mdbf
  • cubers
  • Durango
  • anitta
  • modclub
  • normalnudes
  • tester
  • Leos
  • megavids
  • lostlight
  • All magazines