Jarl Larsson

@jarllarsson.bsky.social

ᕕ( ᐛ )ᕗ Graphics- and game programmer. Worked on #thegunk , #steamworld heist & dig2 Making a #vulkan renderer in my spare time.

[back in the day] Low level programmers: "It's all about optimizing every byte and every cycle, use as little RAM as you can" Other devs: "Nonsense. We have plenty of RAM" [today] Low level programmers: "Well well well"

This was a fascinating exercise: find out what went wrong with creativity in the games industry. The conclusion: there are too many cowards controlling too many critical levers, and until we figure out how to put people -taste, creativity, and craft- back at the top, we're going to be stuck.

GamesIndustry.biz@gibiz.bsky.social · 3w ago

The games industry is stifled by a culture of fear, concludes a workgroup hosted by Rami Ismail. https://bit.ly/4vPbIzv

The ever-widening gap between what the industry could be - oh, the places we could go! - and what the industry is is a ravenous maw that consumes people and casts up their work for scavenger-shareholders to pick through the leavings, with spreadsheets discarded like bones around them.

if you have a qa person or buddy in your world who can write great bugs, crisply described, with repro steps, useful context, & no useless speculation, cherish them. they are blessed valuable cherubs who deserve to be wrapped in fluff & showered with rewards. i often stew on how rare this skill is.

I dunno about y'all but I'm fairly sure we were sold out. Everybody involved needs to be held accountable for this, and the data centers need to be held not just to the same, but to higher environmental standards. www.theguardian.com/technology/2...

US tech firms successfully lobbied EU to keep datacentre emissions secret

Legally questionable confidentiality clause adopted almost word for word from demands of Microsoft and trade groups

theguardian.com

Extra culling of SDF bricks based on if they contain an isosurface or not. Used atomic min & max during volume render to determine. Example with a sphere between two clipmap levels. The solid sphere also looks hollow due to this culling - which allows for coarser steps. #gamedev #vulkan

I know it's meant in good faith but "if we just made smaller scope games and charged 20-40 dollars for them it would fix the industry" is very funny to me. indies release like 20 of those a week on steam. are you buying them? is the industry fixed? no? hm. sounds like you need a different solution

Ended up ditching my nice spatial hashmap for a clipmap approach. Here is a test with one clip level. The pipe (SDF->Bricks->Voxels) is GPU driven now, only the SDF primitive deltas and clip level overlap indices are uploaded from CPU to GPU. #vulkan #gamedev