@dougbinks@mastodon.gamedev.place
@dougbinks@mastodon.gamedev.place avatar

dougbinks

@dougbinks@mastodon.gamedev.place

Gamedev, making Avoyd Voxel Editor & Game with and open source tech with https://mastodon.gamedev.place/@juulcat.

https://www.enkisoftware.com/about#dougbinks

Runtime Compiled C++, enkiTS, ex-physicist ex-AAA. He/Him.

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

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

Preparing episode 6 for the Voxel Ray Tracing in C++ series, of which the first 5 episodes are available on my blog:

https://jacco.ompf2.com/author/jbikker/

Path tracing requires a tiny algorithm, but it produces some stunning results. Hopefully the article is done on Wednesday.

image/jpeg

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/

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

I released my code to write/read styles for @ocornut's Dear ImGui to .ini-like textfiles or to C++ code as a standalone MIT-licensed source file that's easy to integrate into any project using Dear ImGui with C++: https://github.com/DanielGibson/Snippets/blob/master/imgui_savestyle.cpp

It's for v1.90.6, but is easy enough to adapt to other versions, as it helps you doing that with a bunch of static assertions that check struct ImGuiStyle and enum ImGuiCol_ for changes.

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

A good reason to use colour rather than color in your code is that colour has the same number of letters as both albedo and normal so you can align your code better.

mtothevizzah,
@mtothevizzah@mastodon.gamedev.place avatar

@dougbinks col, alb, nor enter the chat.

poetaster,
@poetaster@mastodon.gamedev.place avatar

@dougbinks colour, the new normal. (kidding. I'm a cunuck. We always spelled it with a our. )

daviwil, to gamedev
@daviwil@fosstodon.org avatar

This voxel displacement technique for "modern retro" rendering looks so incredible, really inspiring:

https://blog.danielschroeder.me/2024/05/voxel-displacement-modernizing-retro-3d/

#gamedev #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.

jbzfn, to space
@jbzfn@mastodon.social avatar

"When you look at the northern sky, you can follow the arm of the Big Dipper as it arcs around toward the bright star called Arcturus. Roughly in the middle of that arc, you'll find the Northern Crown constellation, which looks a bit like a smiley face. Sometime between now and September, if you look to the left-hand side of the Northern Crown, what will look like a new star will shine for five days or so."

https://arstechnica.com/science/2024/05/if-you-can-see-the-big-dipper-youll-get-to-see-a-star-go-nova-soon

robchapman, to random
@robchapman@ohai.social avatar

Mojeek is working!

So, lets give them a go...

https://www.mojeek.com/

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

If you're using Visual Studio 17.10 you can go to Tools > Options and then search for Copilot to turn off all the stupid LLM bullshit.

MouseByTheSea,
@MouseByTheSea@mastodon.gamedev.place avatar

@dougbinks You can also disable 'GitHub CoPilot' in the installer, which is enabled by default.

kednar, to Life
@kednar@fosstodon.org avatar

I can't get over how wonderful these molecular machines animations are.

But more pressingly, I can't get over how mindboggling and fascinating this stuff really is. These are molecules, swarms of atoms, that just happen to "do certain work" following the laws of physics and chemistry, which after "some time" turned out to become Life.

I'm often looking for analogies to explain this emergence. Conway's Game of Life is clearly one.

Do y'all think of this stuff?

https://www.youtube.com/watch?v=8xjA3QydhsY

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

New episode (number 5 already!) in the series on Real-time Voxel Ray Tracing in C++:

https://jacco.ompf2.com/2024/05/22/ray-tracing-with-voxels-in-c-series-part-5/

This time the topic is reprojection. This is a complex topic and thus a lengthy episode.

GIbiz, to random
@GIbiz@mastodon.social avatar

New fund for indies based in Northern Ireland and Republic of Ireland offers grants of up to £15,000 / €15,000

https://www.gamesindustry.biz/new-fund-for-irish-indies-offering-grants-of-up-to-15000

matthewskelton, to random
@matthewskelton@mastodon.social avatar

"Surprisingly, our results show that women's contributions tend to be accepted more often than men's. However, when a woman's gender is identifiable, they are rejected more often. Our results suggest that although women on GitHub may be more competent overall, bias against them exists nonetheless."

https://www.researchgate.net/publication/308716997_Gender_bias_in_open_source_Pull_request_acceptance_of_women_versus_men

🤬

Donzanoid, to random
@Donzanoid@mastodon.social avatar

Final video for now, newer videos another day :)

This all happens on a 6000km radius voxel planet with overhangs, floating islands, deep caves, sunsets, stars, nebula and a bunch more not shown.

Build on the surface, underground, in the air or in space. All streamed, no tricks.

video/mp4

dougbinks, to Minecraft
@dougbinks@mastodon.gamedev.place avatar
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

nervous_jessica, to random
@nervous_jessica@mastodon.social avatar

Starting work on a project creating Radiolarian-esque 3D models. Possibly for a museum? or a jewelry collection? or both?

a rendering of a smooth porous radiolarian on a black background

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

For folks that know me as "the blue noise guy", I've put together a 50 minute video that talks about many of the things I've learned in my ~decade long dive into noise and related topics - up to and including our latest paper published days ago at I3D.
I hope you enjoy it!
https://www.youtube.com/watch?v=tethAU66xaA

A slide showing how random numbers which are positively correlated on the screen give correlated resulting renders, uncorrelated random numbers give uncorrelated renders, and negative correlation random numbers give negatively correlated renders. Negatively correlated renders have the best perceptual quality, despite all three having the same actual error.

stevegis_ssg, to random
@stevegis_ssg@mas.to avatar

You might suppose a pirate's favorite programming language is R but nay. 'Tis the C he loves.

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

Episode 4 of the series on Voxel Ray Tracing in C++ is now online:

https://jacco.ompf2.com

In this episode: improving soft shadows using stratification and blue noise. As always, it starts with the template, available from Github: https://github.com/jbikker/voxpopuli

pervognsen, (edited ) to random
@pervognsen@mastodon.social avatar

This GH issue is pretty funny, but seems to have finally gotten the ball rolling on the Wayland side after the threat/worry that SDL 3.0 might not support Wayland natively (more specifically, it would not select SDL's Wayland backend by default) due to some issues that made it untenable for games. https://github.com/libsdl-org/SDL/pull/9345

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

Avoyd 0.22 beta adds a 3D Viewport to the Voxel Editor. This makes it easier to frame renders.
https://www.enkisoftware.com/p/6255644826927104

juulcat, to random
@juulcat@mastodon.gamedev.place avatar
juulcat,
@juulcat@mastodon.gamedev.place avatar
AkaSci, (edited ) to random
@AkaSci@fosstodon.org avatar

The venerable Voyager 1 spacecraft is experiencing another glitch. Instead of sending science and engg. data, it is sending a 0101 bit pattern.

The problem has been narrowed down to the flight data system (FDS), which is not communicating properly with the telecom unit (TMU). A reboot did not help.

Stay tuned as NASA engrs work out a fix for this 1970's era computer, which has performed magnificently during its long 46-year journey to the planets and to outer space.
https://blogs.nasa.gov/sunspot/
1/n

AkaSci, (edited )
@AkaSci@fosstodon.org avatar

Six months after it suffered a serious brain injury and after months of mind-boggling ultra-long-distance surgery, the Voyager 1 spacecraft walked and talked at full data rate today!

After transmitting a full memory readout on Friday at 40 bps, Voyager 1 switched to the science-mode 160 bps rate, which presumably the DSN site at Goldstone was able to receive and decode today.

Congrats and kudos to all who made it happen.
👏 :mastodance:
https://eyes.nasa.gov/dsn/dsn.html
29/n

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