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jon_valdes

@jon_valdes@mastodon.gamedev.place

At Frostbite rendering team.
Spaniard in Stockholm

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

It would be neat if there was a website dedicated to cataloging and evaluating common rendering techniques, focused on practical use a with straight forward explanations and reasonable examples for each entry and a discussion of tradeoffs.

jon_valdes,
@jon_valdes@mastodon.gamedev.place avatar

@aeva I'd love this. And it's the kind of thing I'd love to contribute to, but I know I wouldn't be able to drive long-term 😔

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

I made a voronoi diagram :3

jon_valdes,
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@aeva @ruojake a nice trick you can use for drawing voronoi diagrams is to use the depth buffer. You draw a shape around the cell, and give each pixel a depth value based on distance to the center of the cell. Then let the depth buffer figure out which cell is closest. And you can have each cell compute distance however it wants 🙃

jon_valdes,
@jon_valdes@mastodon.gamedev.place avatar

@aeva @ruojake and here I thought I was carrying some secret knowledge...

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

"Everybody Wants to Crank the World", a :demoscene: demo for :playdate:
@playdate. Took 4th place at @outline!

Youtube: https://www.youtube.com/watch?v=QjAKiwQxrQI
Playdate binary: https://aras-p.info/files/demos/2024/Nesnausk_CrankTheWorld-20240421.zip
Source code: https://github.com/aras-p/demo-pd-cranktheworld

Maybe I should write a short blog post about development for playdate, or somesuch. It is quite fun!

image/png
image/png
image/png

jon_valdes,
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@aras @playdate @outline Niice! That stable blue noise dithering looks 👌

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

Graphics Programming weekly - Issue 338 - May 5th, 2024 https://www.jendrikillner.com/post/graphics-programming-weekly-issue-338/

jon_valdes,
@jon_valdes@mastodon.gamedev.place avatar

@demofox @jendrikillner and we've been using it for almost a year on several projects :)

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

In what has to be one of the most egregious misuses of system resources the Logi+ software on my Macbook was just using 1.5GB of RAM. How is this even possible?

To be clear, this is the Logitech mouse/device management software.

jon_valdes,
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jon_valdes,
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jon_valdes, to random
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It was just announced that I'll be giving a talk at REAC!
https://enginearchitecture.org/2024.htm

I'll be talking about our rendering-related testing infrastructure and tooling at Frostbite. Spicy topics, a good dose of pragmatism, and some advice on what we do to keep madness (mostly) at bay!

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

what do you think the odds are that the sports bra I ordered from a webpage will actually fit

jon_valdes,
@jon_valdes@mastodon.gamedev.place avatar

@TomF @aeva laser scanners don't get VC funding. AI, on the other hand... https://www.engadget.com/wacoal-mybrafit-app-120010227.html

(Yes, not even bras are safe in techbro land)

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

Current project size breakdown:

  • 6kb misc images
  • 15kb executable code
  • 96kb one blue noise texture
  • 3150kb music track

Size budgeting is my passion!

jon_valdes,
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@aras that's big for blue noise. STBN?

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

Ever wanted to show images in your Github activity graph? No? Well tough luck, now you have to:
https://github.com/jonvaldes/img2activitygraph

jon_valdes,
@jon_valdes@mastodon.gamedev.place avatar

@aras You could do flipbook animations by manually switching years in the Github UI 🙂

You'd just need an image that contains a bunch of 52x7 frames all arranged horizontally.

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

It is my call, as a rendering engineer, to render things wherever possible. Today, inspired by @djlink, I'm rendering images to the Github activity graph

https://github.com/jonvaldes

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

ok but does your github contributions page looks like this?

jon_valdes,
@jon_valdes@mastodon.gamedev.place avatar

@djlink I had to do it. Built a script to get this. Can we have 12-day weeks instead so I can do this properly?

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

FUN FACT: if you place a 1080p image so that its width (long axis) lines up with the width (short axis) of a NFL regulation football field, your pixel grid has exactly 1 dpi

just to fuck up US customary units even further, I recommend that that be the definition of dpi going forward

jon_valdes,
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@rygorous I thought everyone used "soccer field = ~100m". You're saying people just use vibes-based-algebra for that stuff?

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

Oh boy. I can now say there is a new family of noise textures dropping at i3d in a month that is higher quality than spatiotemporal blue noise, generalizes to arbitrary spatial and temporal filters, and we show significant benefit under motion/disoclusion with temporal filtering/reprojection for real time.
It was a collaborative effort between the 4 of us, but William Donnelly really knocked it out of the park, deriving a well motivated loss function, making it possible.
More details to come!

jon_valdes,
@jon_valdes@mastodon.gamedev.place avatar

@demofox thanks for pushing for this for soooo many months. It's insane how long it takes to get things published!

And thanks again for letting me in when I randomly decided to party-crash your research project 😅

jon_valdes,
@jon_valdes@mastodon.gamedev.place avatar

@demofox you didn't know that letting me in was going to be a win in the beginning. But you, Will and Judith still did it, and you answered all my dumb questions and educated me on a bunch of things. And I'm grateful for that 🙂

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

I wonder if there are any special relativity hax we can exploit with concurrency. Are there any loopholes that we could use to violate causality without crashing the computer?

jon_valdes,
@jon_valdes@mastodon.gamedev.place avatar

@aeva @amberxorluci I fear an electron, upon discovering it has become its own grandparent, would cry in despair and collapse into a black hole. This would be terrible for data integrity.

jon_valdes,
@jon_valdes@mastodon.gamedev.place avatar

@demofox @aeva I got a quantum computing course at uni in 2008 or so. Thanks to that course I managed to understand Grover's algorithm... for about 15 minutes

eniko, to random
@eniko@peoplemaking.games avatar

"If you make your own engine you'll never ship a game"

I'm here to tell you this is BS. Kitsune Tails uses a custom engine built on a custom framework all made from the ground up by yours truly. Neither of these were even remotely the bottleneck for development duration. Turns out that the thing that takes the most time when you're developing a game is all the stuff that is hyper specific to that game and can't be generalized anyway

Not to mention all the, you know, actual content that sits on top of the engine. I can write a json parser and serializer from the ground up in a day or two, but all the cutscenes I had to script for KT took many weeks

Then there's the fact that if I'd used an out of the box physics solution for Kitsune Tails I'm fairly certain I'd never have been able to nail the game feel it has, which is the most core thing to the whole experience

You don't have to make an engine but quit pretending doing it is the hard part of making a game. It fucking ain't

jon_valdes,
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@eniko @deshipu
Me and my 3767 unfinished games and game engines are in this picture and we don't like it...

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

As someone who joined wanting to revolutionize rendering, and left wanting revenge (and I will have revenge at some point), I'm not sure this is the right pov.

jon_valdes,
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@BartWronski @demofox
Corporations can be awesome at one place, and absolute hell-holes 10 meters away. Both of you can be right at the same time... and wrong at the same time too.

I've seen someone scream "Fuck Frostbite" into the void for half a decade after they had a terrible experience here. Meanwhile, other folks (including myself) were swearing this was the best company they had ever worked at. Both experiences can be true.

My takeaway: there's no single truth in a corporation

jon_valdes,
@jon_valdes@mastodon.gamedev.place avatar

@BartWronski @demofox
(Once again I'm getting myself into things I shouldn't, but "In for a penny, in for a pound", I guess!)

Burning bridges does carry consequences. Whether doing that is worth it is up to the person that feels hurt.

This goes both for Alan's relation with nVidia, and for your relation with Alan. Alan clearly feels hurt by nVidia, and feels the need to burn that bridge forever.

And now you feel hurt by Alan.

jon_valdes,
@jon_valdes@mastodon.gamedev.place avatar

@BartWronski @demofox
After a similar public attack on my team from an ex-employee, I understand this can feel unfair, tainting the reputation of the team, etc. He's saying your team are bad people, and that hurts. But attacking him won't make him hurt less, or change his mind about the team.

Time will help, eventually. Perhaps patience and understanding would help too

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

I am envious of people who can function with eg: 6 hours of sleep, because for me anything less than 8 hours and my day is a mess.

jon_valdes,
@jon_valdes@mastodon.gamedev.place avatar

@aeva @ocornut same. 6-7 hours here, and then I just wake up and can't go back to sleep. I would do a 30 minute nap after lunch every day if I could (like my dad has always done), but life gets in the way and I can almost never do it 🙄

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

Hi folks, a while back on here we had a discussion on how games budget their frame time (ie. how much ms each feature should cost), I would like to revive that discussion, specifically a few questions, in AAA game space:

  • how do you compromise between different features?

  • besides past experience, what data do you use to justify the compromise?

  • who are usually in charge of this balancing on a team?

jon_valdes,
@jon_valdes@mastodon.gamedev.place avatar

@bitinn @dotstdy game development is the art of tradeoffs. Every decision you make will have a tech impact, an art impact, and a dev time impact. Decisions that may have a big impact will need to be negotiated by tech, art, and production leadership together.

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