@dotstdy@mastodon.social
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dotstdy

@dotstdy@mastodon.social

phd in branch predicting, ceo of euro gaming

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dotstdy, to random
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Internet forums are like uranium. If you store them too densely they become supercritical, trigger a singularity, and manifest god. The tech bros are right to be scared.

dotstdy, to random
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The way the mail has to split US and UK here is fun.

"For those of you in the US, all impacted employees will be notified today."

In the UK it goes via collective bargaining.

https://sonyinteractive.com/en/news/blog/difficult-news-about-our-workforce

dotstdy, to random
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one of the most important parts of programming is the theatrical sigh

dotstdy, to random
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It's not like hardware security keys are a panacea, but they're such a huge advantage to both practical security and usability that it makes me very sad when big companies who should know better, and should have the budget to do better, don't use them.

dotstdy, to random
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Not to dunk on anyone or anything, but it is kinda funny the difference between what the general tech world thinks is a "big repo" and what constitutes a "big repo" in game development. Firefox 7GB repo with history? xd. Windows monorepo at microsoft! Surely that's big? A whopping... 300GB... Well it's getting closer I guess. If you squint.

dotstdy, to random
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Days since fixing a performance issue caused by overzealous spinlock usage: 0

dotstdy, to random
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dotstdy, to random
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So my talk is now available on the gdc vault, if you have got access there. I try to go over how the game works, and give some insight into what things look like when building a game with Snowdrop. https://gdcvault.com/play/1034279/Upgrading-the-Snowdrop-Engine-for

dotstdy, to random
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Every time there's a Google kerfuffle a bunch of weirdos show up and start pimping brave. I would like to assume they're being paid but I suspect there's just a lot of asshats out there.

dotstdy, to random
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This Year In LLVM (2023) https://www.npopov.com/2024/01/01/This-year-in-LLVM-2023.html

A whole year out of date now but lots of interesting stuff.

dotstdy, to random
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I bet a lot of people think of themselves as important game development influencers, but the simple truth is that in the last decade or so the single most impactful game development thought leader is the "can you pet the dog" twitter account

dotstdy, to random
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subgroup ops are a mindfuck on top of the existing mindfuck of work groups, local work groups, dispatches and invocations.

dotstdy,
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@aras noo im never leaving the compute stage!

dotstdy, to random
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Anyway I'm curious whether I can move the coarse bitmap to LDS, merging the two culling passes. Basically dispatch a "coarse" tile, which loops over all the incoming primitives, writing the bitmap to LDS (16KiB per tile, too much?), then switch to one invocation per "fine" tile, looping over the data in LDS and writing out the final culled tiles.

dotstdy, to random
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It's always fun when you remove a parallel foreach and do some basic re-organization and end up with a result that's 25% faster on a single core than the old version was spread across 10 cores.

dotstdy, to random
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To be honest I'm surprised the "one small rock a day" diet hasn't caught on outside of Sweden. Arguably it's one of the biggest reasons swedes are all so healthy and attractive. The rest of the world could learn a lot from Europe.

dotstdy, to random
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Anyway here's the two level binning code. https://github.com/jsimmons/narcissus/commit/a2f73579cd48f1fec26503a170f02e50719ee7d2 And as usual it has been written following the "copy pasta approaches from themaister" methodology. https://themaister.net/blog/2019/10/12/emulating-a-fake-retro-gpu-in-vulkan-compute/

dotstdy, to random
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I find it funny the way people give away their own lack of understanding sometimes. Reading this comments on this (why i do this) https://bikepacking.com/plog/man-or-bear-debate/ and there's the classic "[RE: meeting women on the trail] Never in my silly mind crossed the thought of me making them uncomfortable."

If it has never crossed your mind that you might be making somebody uncomfortable - that's a you problem - and specifically one of the core issues the whole damn piece is talking about!

dotstdy,
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There's a lot of things that pretty trivially give away when somebody hasn't even attempted to rub two brain cells together on a problem, but a man saying "ive never even considered the possibility of making a woman uncomfortable when i meet them alone in the wilderness" is a real banger.

dotstdy, to random
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Has anyone ever made a good system for gameplay queries? (of the "give me all the apples nearby" or "trigger when x happens" style) I'm somewhat of the opinion that any generalized approach here is going to end up in tears, but I'm also of the opinion that gameplay scripting in particular wants to have a pretty generalized approach to help with auditing content (e.g. you want to tightly control what data scripts can access, and when they can access it).

dotstdy,
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@pervognsen yeah specifically for performance, and specifically my tears around shipping season. :')

edit: and raycasts also kind of count, as soon as you start driving the logic for individual casts from within a gameplay script it's not going to end well I think. like it's totally fine in the small scale, but absurdly bad for things like ground-snapping. (largely because it makes it very difficult to do sweeping changes like batching and rate limiting across all your content)

dotstdy, to random
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I feel like the most difficult part of subgroups and GPU programming in general, is getting all the terminology straight in your head. Sometimes it seems like it would be easier just writing rdna asm directly. :')

dotstdy, to random
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CPU optimisation guide: You should try vectorizing
GPU optimisation guide: You should try scalarizing

CHOOSE A LANE

dotstdy,
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dotstdy, to random
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I wonder why the performance counters don't work in RGP captures on my APU. I guess something isn't plumbed up yet for RDNA3 :'(

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