@iralmeida@mastodon.gamedev.place
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iralmeida

@iralmeida@mastodon.gamedev.place

Software Engineer, programming creative tools for games and film.
ex Guerrilla, Crytek and #blender

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aras, to Playdate
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Alright, demo submission done. Now we wait! :playdate: :demoscene:

iralmeida,
@iralmeida@mastodon.gamedev.place avatar

@aras Excite!!! Where did you submit to?

iralmeida,
@iralmeida@mastodon.gamedev.place avatar

@aras oh! that's "closeby"
congrats on finishing it!

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

"The Playdate Story: What Was it Like to Make Handheld Video Game System Hardware?" GDC talk by @cabel is illuminating and very entertaining. (free on GDC vault!) https://gdcvault.com/play/1034707/The-Playdate-Story-What-Was

iralmeida,
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@aras That was lovely, thank you!
And just in time to get in the mood for the PlayJam this weekend ๐ŸŸจ ๐Ÿ’œ

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

time to learn about sdf font rendering

all the TTF solutions are pretty unsatisfying in terms of output quality, but I also want to layer effects on

stb has one, so shouldn't be too bad

iralmeida,
@iralmeida@mastodon.gamedev.place avatar

@jkaniarz @superfunc was about to come and post the exact same blog series :P
+1 for that

@jkaniarz what do you mean with effects?

iralmeida,
@iralmeida@mastodon.gamedev.place avatar

@jkaniarz @superfunc right! with the 16xAA coverage masks you can't do effects like that.

It's an Anti Aliasing technique that is really nice for "sharp" rendering of a glyph without needing to align it to the target pixel grid.
The approach expands on "coverage vs shade" and on how to do the samples, but still uses a glyph cache to store those values (i.e. pre-computed rasterisation of a glyph to a certain pixel target size).

So it's still a grid of values for coverage, not distance to edge.

iralmeida,
@iralmeida@mastodon.gamedev.place avatar

@jkaniarz @superfunc a very different approach would be SLUG https://jcgt.org/published/0006/02/02/ https://sluglibrary.com/
as that seems to keep the bรฉzier data all the way to the end.

I've had half a mind to read it properly and try it, but I actually haven't ๐Ÿ˜…
I saw it renders multi-color emojis, but I'm unsure what are the possibilities for effects.

ah... the rabbit hole of font rendering! ๐Ÿ˜Š

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

So... Lost my best friend a few days ago. After 6 months fighting with cancer, it finally took over.

RIP the funniest, the kindest, the loveliest, and the bravest of cats. I do miss you and I always will.

iralmeida,
@iralmeida@mastodon.gamedev.place avatar

@lisyarus I'm so sorry. Best of strength to you ๐Ÿ’œ

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

Uh oh. I blame @iralmeida!

iralmeida,
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@aras ahahahaha
Welcome to the yellow side? ๐ŸŸจ ! ๐Ÿช ?

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

โ€œOn Light, Colors, Mixing Paints, and Numerical Optimizationโ€ by Michal Iwanicki is great https://github.com/miciwan/PaintMixing

iralmeida,
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@aras ๐Ÿ˜น interesting fair use claim in the image licensing.

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

Working on: pet projects

video/mp4

iralmeida,
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@aras aaaaaaawww ๐Ÿ’œ๐Ÿ’œ๐Ÿ’œ๐Ÿ’œ

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

A while ago I started to wonder why "bicubic" image filter inside is exactly like that. And that led into a rabbit hole of trying to figure out what apps mean by "cubic"/"bicubic", and of course everyone means a different thing.

So I made a small html page to compare them! https://aras-p.info/img/misc/upsample_filter_comp_2024/

iralmeida,
@iralmeida@mastodon.gamedev.place avatar

@BartWronski @aras you made up the name for that one, didn't you?

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

Starting to work in a codebase youโ€™re not entirely familiar with:

video/mp4

iralmeida,
@iralmeida@mastodon.gamedev.place avatar

@aras @feyter Was about to say the same!
But I'm slightly confused, I though devdog was the mentor and devfrog the one rejecting PRs ๐Ÿค”

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

Recently I made a demo project on WebGPU, rendering the classic Sponza scene with shadows and cloth & water simulation. My goal was mostly to learn WebGPU, test if it is production-ready, and have some fun on the way.

Here's are my thoughts on WebGPU and the project itself โฌ‡๏ธ

video/mp4

iralmeida,
@iralmeida@mastodon.gamedev.place avatar

@lisyarus This is so nice!

How do you find the expected support for clients to support WebGPU?
I've been keeping an eye on these, but it doesn't look ready yet?

iralmeida, to Playdate
@iralmeida@mastodon.gamedev.place avatar

Me & friends made a little game last weekend for a gamejam.
Turns out it got first place! ๐Ÿ†
Try it out in the :playdate: simulator.
https://itch.io/jam/playjam-4

iralmeida,
@iralmeida@mastodon.gamedev.place avatar

@aras ahah I am... sorry? ๐Ÿค”
and don't worry! It fits better on your pocket than the shelf.
I'm very happy with it :)

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

Anyone in Amsterdam (for or otherwise), and has nothing to do the first half of tomorrow (Wednesday)?

iralmeida,
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@aras oh! now? whereabouts are you?

ocornut, to random
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I've procrastinated so much to tag 1.90 that since 1.89 and with all 1.89.x releases there has been 900 lines of Changelog so far.

Fun-fact: main reason of that version-tagging procrastination is I wanted a certain feature in 1.90, and I'll end up releasing 1.90 without it.

iralmeida,
@iralmeida@mastodon.gamedev.place avatar

@ocornut What's the feature?

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