@danil@mastodon.gamedev.place
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danil

@danil@mastodon.gamedev.place

#GLSL :godot:

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

Do you think there is a silent war going on between walled gardens where each data scraping team is trying to automate scraping of other platform’s copyrighted data, disregarding any TOS?

I think there is🌝

danil,
@danil@mastodon.gamedev.place avatar

@bitinn at this point - they have enough data, and I think - they planning or already making - removing information from internet to make "quality precise information" available only to them.
Flooding internet with AI-generated average-precision data is part of it.

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

"Leaving Rust gamedev after 3 years" by @logloggames is good. https://loglog.games/blog/leaving-rust-gamedev/

And only half of that is related to Rust! The rest are very good points about hype cycles, tech zealotry, search for silver bullets, being constantly sidetracked by shiny interesting tech instead of solving a problem, etc. etc. Very long, but also very good read.

danil,
@danil@mastodon.gamedev.place avatar

@aras @logloggames >Making a fun & interesting games is about rapid prototyping and iteration, Rust's values are everything but that

This.

bitinn, to random
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What’s big data?

Big data is when I apply for a travel visa in Trip.com app, somehow, WeChat know just enough to show me plane ticket ads to that country.

danil,
@danil@mastodon.gamedev.place avatar

@bitinn and you still need to enter your age on every game on Steam, when you have connected your payment method to your account for ten years.

apq, to GraphicsProgramming
@apq@mastodon.gamedev.place avatar

Another day, another piece of proof that** there are still no ethically sourced AI tools out there:**

https://www.bloomberg.com/news/articles/2024-04-12/adobe-s-ai-firefly-used-ai-generated-images-from-rivals-for-training

#VFX #CG #Rendering #GameDev

danil,
@danil@mastodon.gamedev.place avatar

@apq Statistic approximation that trained on result of other statistic approximation.

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

One thing anime “Frieren” got right (though obviously not the first anime to say so, let alone other literatures):

  • Human’s biggest fear and propeller are their own lifespan.

  • “Time is constantly running out”, thus human are driven to achieve as much as possible, both a gift and a curse.

  • It casts the rich and powerful as people unease with their own “limited legacy”.

  • And it tells a tale of “inner peace”: one can only be obtained by being ok with failures, missteps, side tracks.

danil,
@danil@mastodon.gamedev.place avatar

@bitinn be productive 24/7 for Super Earth!

Taffer, to linux
@Taffer@mastodon.gamedev.place avatar

New post - OpenSUSE Tumbleweed https://taffer.ca/posts/2024/opensuse/

After carefully considering my options, I’m trying OpenSUSE Tumbleweed on the Framework 16.

danil,
@danil@mastodon.gamedev.place avatar

@Taffer >I want to use Wayland. I have no idea how to debug the hang

I assume you have amd-gpu.
Do you have - xf86-video-amdgpu - installed?
I installed clean opensuse week ago - and this package was not installed for some reason by default, so I had only software-rendering in x11.

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

Emulation is often in proximity with piracy talk, but most companies will use that to distract from poor service they provide in terms of access to legacy content. Providing a good legal service to access that catalogue would help, we just have to look what Steam did for PC
1/3

danil,
@danil@mastodon.gamedev.place avatar

@djlink >Xbox did a good job bringing X1/360 titles to Xbox One

idk if you know - PS3 had builtin PS2 and that PS2 were used for PS2 compatibility, latter they released "PS3 slim" that lose ps2 support because they cut needed hardware part.
Same with xbox - they had some parts of xbox360 in xboxone for emulation to work.

in context of wii emulation - it had completely different hardware than modern switch.

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

I think this is hilarious and just goes to show that even they think it's wrong, but as long as they can profit on others work, and not the other way around it's all good.

danil,
@danil@mastodon.gamedev.place avatar

@djlink download internet today - and sell it in 1 year, because in 1 year internet will be flooded with AI-gen content, and AI-gen content can not be used for training.

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

Just read about Apple Arcade’s slow strategic pivot into IP content farm (aka indie titles be damned), and it is just sad.

Apple recently argued whether it can trust a large publisher to behave given their past conflicts.

It’s clear this line of reasoning should also apply to Apple itself. And it would score pretty badly.

https://mobilegamer.biz/inside-apple-arcade-axed-games-declining-payouts-disillusioned-studios-and-an-uncertain-future/

danil,
@danil@mastodon.gamedev.place avatar

@bitinn >“I really hope Netflix continues doing what they’re doing because it is requiring Apple to continue to try to be relevant and competitive,”

interesting.

Taffer, to web
@Taffer@mastodon.gamedev.place avatar

I've put Not By AI badges on my website (see https://notbyai.fyi/); is there something similar for sites that don't have any tracking/analytics/etc. garbage on them?

My search-fu is weak this morning.

#notbyai #notracking #noanalytics #web #badge

danil,
@danil@mastodon.gamedev.place avatar

@Taffer OpenAI - is only competitor to Google in web search, and ChatGPT alone did alot of "damage" to google-search by allowing people to easy generate "statistically correct distribution of tokens" as web-pages.

Google dont have way to filter AI-generated content.
Google also need "human made content" to train their AI.
Using badge like this - you just "hand sort" data for Google, allowing them easy find "not AI website".
I hope this "not by AI" will be used by every AI-website.

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

Since when, did we start to believe consents are always given, by default, to use any collected data, public or private, in machine learning?

danil,
@danil@mastodon.gamedev.place avatar

@bitinn Adobe license allow Adobe to use all images created with photoshop in Ai-training. Because photoshop license say "Adobe own all products created with its software".
Same with Microsoft and office - Microsoft own all documents created with office-software.

jasonkoebler, to random
@jasonkoebler@mastodon.social avatar

NEW: Tumblr and Wordpress are preparing to sell user data to Midjourney and OpenAI for AI training, according to internal documentation we've reviewed at 404 Media

https://www.404media.co/tumblr-and-wordpress-to-sell-users-data-to-train-ai-tools/

danil,
@danil@mastodon.gamedev.place avatar

@beeoproblem @CatherineFlick @jasonkoebler >they just take the data instead

Google scan all your google docs/disk and gmail.

Microsoft permaban account if you use gpg-text in messages in email or skype.

Who actually care?

danil,
@danil@mastodon.gamedev.place avatar

@beeoproblem @CatherineFlick @jasonkoebler users of those services do not care.

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

Though as Sebastian Aaltonen showed in his talk on mobile rendering, if you want a good coverage of mobile devices right now, then Forward rendering is still the way to go.

GPU driven rendering has multiple bottlenecks on mobile that makes it really more of a tech demo than real possibility unless you are only targeting the most recent top tier hardware. This is not currently viable business wise.

danil,
@danil@mastodon.gamedev.place avatar

@bitinn >Forward rendering is still the way to go.

Just move rendering to clouds and use AI to generate image.

wawe, to Meme
@wawe@mastodon.gamedev.place avatar

It feels easier to win in the lottery than to sell one copy of my game.

@memes

danil,
@danil@mastodon.gamedev.place avatar

@wawe @memes in releasing indie game you have much better chances of winning than in lottery.
Release multiple games, make simplest concepts to randomly get one of game to trends

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

I presenteth you two perfectly white nearby boxes on a perfectly white plane lit by a perfectly white sky

Tbh I expected ambient occlusion to kick in much harder at the contact points

danil,
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eoinoneill, to blender
@eoinoneill@mastodon.gamedev.place avatar

Anyone have any luck with AMD HIP and Blender?

I can't help but feel like it should be running better than my CPU in cycles renders (seems to get the same time as my CPU of 48 seconds on medium-detail render) but it isn't. I'm borrowing my brother's RX 6650 XT just to test blender performance with the card and it's seemingly.... mid?

danil,
@danil@mastodon.gamedev.place avatar

@eoinoneill check few first links in this thread https://www.reddit.com/r/ROCm/comments/1agh38b/is_everything_actually_this_broken_especially/

and performance of rocm/hip vs cuda I seen this https://www.tomshardware.com/pc-components/gpus/stable-diffusion-benchmarks
there below on page FP16 theoretical performance - and AMD is 2x faster than any Nvidia... but on practice

danil,
@danil@mastodon.gamedev.place avatar

@eoinoneill I thought getting AMD RDNA3 as "playground" to do some commits to mesa/linux kernel.
I have amd Ryzen with integrated GPU, and it was insanely extremely bugged i Linux first year when after I got it, could not even work for 10min before PC freeze, but with my little help and others - since kernel 6.2 this integrated GPU started working perfectly fine, I used it as main GPU since then.
Maybe those bugs also can be fixed by driver updates and since they opensource - you can do it.

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

Think I know why I wouldn't be a good fit for the Vulkanised talks: they have a talk on how to easily implement barriers, but my talk would be on how I never use them at all.

"No transitions, no barriers, no cache flushes, no render passes, no correctness, and no problems" anyone want that talk? haha

danil,
@danil@mastodon.gamedev.place avatar

@sascha @nicebyte @NOTimothyLottes this why you can make working single triangle for Vuulkan in 100 lines of code in C but it will work only on Nvidia, when AMD require 3000 lines of code to have working single triangle there.

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

The inventor of blue and white leds got 170$ per patent and got his salary increased to 60k. This was in the 90s and 2000s.
He succeeded by ignoring orders and doing what he thought was right.
He left to a different company and his employer sued him. He counter sued and ended up just getting enough to pay his legal fees.
He seems happier and better appreciated now, which is nice to see.
https://youtu.be/AF8d72mA41M?si=R5D7uwdMH4F5zNVX

danil,
@danil@mastodon.gamedev.place avatar

@demofox new video by Veritasium nice!

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

About last retoot: Interesting!

Mach is taking a shot at a WebGPU-like API in pure Zig, with Zig as shading language:

https://machengine.org/pkg/mach-sysgpu/

IMHO this makes a lot of sense, the native WebGPU implementation libraries turned out to contain quite a bit of fat.

TBH looking at Dawn I was rolling around that idea in my head too (WebGPU without the shader compiler isn't all that much code, and I would have moved that offline like in sokol-gfx).

danil,
@danil@mastodon.gamedev.place avatar

@floooh you can "compile" shaders only for AMD GPU in opensource Linux drivers - means you can make "shader compiler" from language to native GPU machine code - only in AMD GPU in Linux.

Everything else - is not even "java" especially webGPU with 3 layers of translation - WGSL->spirv->gpu driver IR->binary commands

Adding "one more translation" on top of it - is not "compiling" it translation, and translation it is overhead and explode of complexity that lead to more bugs.

bitinn, to gamedev
@bitinn@mastodon.gamedev.place avatar

Hey Tech Art folks, I have seen many variant of mesh-based outline shader but I haven’t seen one that maintain consistent outline width under different fov and camera distance.

I think we usually guess the width factor based on fov and distance as the correct calculation is too costly. Is there a mathematical sound yet fast solution?

Alternatively I would do the calculation in screen space (fov and distance no longer matters), I wonder if there are equivalent ways that I missed?

danil,
@danil@mastodon.gamedev.place avatar

@bitinn > but I haven’t seen one that maintain consistent outline width under different fov and camera distance

SDF outline?
If you make SDF for every 3d object - you can scale outline following SDF, and since SDF is 3d so it will be shape of 3d object.

djlink, (edited ) to random
@djlink@mastodon.gamedev.place avatar

Let's say a developer sells their game DRM-free and has a widget on their website, what store would you prefer to use?

danil,
@danil@mastodon.gamedev.place avatar

@djlink physical storage-device-disk.

Wild_Rose, to gamedev

Oh, wtf? I have never had gcc act like clippy before.

danil,
@danil@mastodon.gamedev.place avatar

@Wild_Rose order of includes I think.

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

This is how tough mobile game market are these days:

  • you spent 1 year waiting for a good timing for a global launch date

  • and when you finally did, the domestic version is already slated to sunset

  • so you announce the launch date AND service closure date together, in the same post

  • this is not an isolated incident in mobile scene, but a publisher doing it to such a perfect degree, is rare.

danil,
@danil@mastodon.gamedev.place avatar

@bitinn idk if you saw - https://store.steampowered.com/app/204300/Awesomenauts__the_2D_moba/
Awesomenauts game from Steam is "non profitable" and went bankrupt with turning servers offline - look Steam community forum there.

And game has 27000 reviews - and if you go to steadb and filter f2p+multiplayer+27k+ reviews:
There only 93 F2P multiplayer games on Steam with more than 27k reviews - and this is 3% of all F2P multiplayer games on Steam.
You can assume that only 3% of f2p multiplayer games being profitable on Steam.

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