Sharlock93

@sharlock93.bsky.social

Game Dev at @castirongames.bsky.social‬, Graphics Programmer, working on sh_graphics and some other cool <NDA> projects.

New age verification method: show someone a game from the 1990s and ask when the game came out. If the answer is "a couple of years ago" said person is above 18 if they say "I don't know, probably an old game" they are likely to be below 18

Here is the thing, if you look at history we see how cats were beloved by all. Across cultures. If you take any moment and watch the news or social media, you will quickly realize that our love for cats right now will extend into the future as history. Love cats. Long live the cats

I have (very likely not the only person) a very panicky attitude whenever I hit something that I don't know and can't figure out quickly. It produces a lot of anxiety and nervousness. Like I'm about to be judged as utterly incompetent. A healthier mindset would be one of excitement for learning

Given I couldn't be arsed to write my own full .sln parser and I couldn't get imgui to work on C# (too much pain), I opted into just outputting a json of the sln. Its just a matter of gathering the info and yeet it into some 2D node graph

I'll keep this thread for my GPU optimizations I'm fighting right now: - GPU tells me that the vertex culling part is very stressed. I have tried doing more frustum culling but no benefit was had there. I need to cull things :')

I have an infinite number of projects I need to do, in no particular order: - an OS kernel - GPU on FPGA - shader langauge - physics engine - Animation system - Path Tracer - bake brownies - Chocolate Fondant - CPU profiler - Network Programming - get a cat - GPU driven rendering - graphics api

This definitely is a skill issue but I really dislike inheritance, not for anyone ideological reasons mind you, purely because I don't know what code gets executed unless I run the code and step through it. Not having the ability to read the code is really difficult.

Actual peak debugging/investigation of render work: - Add Live++ to your engine/game - Run your game through renderdoc - Attach Visual Studio. - Edit/Reload cycle with captures at your finger tips for both GPU and CPU.

I'm here yet again to tell you that Live++ is making coding so much easier :') I had a ton of debug test codes to tweak and rather than adding variables I'm just changing the code.

"Don't make your own engine" is a lie propagated by Big Engine. You should absolutely make your own engine, just tailor it to your own game. Your game doesn't need 52 thousand combinations of shaders. You don't need state of the art lighting. Just put the pixels in the bag bro and call it a game.

Every studio that gets caught with it's pants down when it comes to AI uses the same excuse. "We used it for early stages, not the final game" I think I speak on solid ground to say A) nothing is more permanent than a temp solution

The last few days have been a nightmare. I was trying to write a small shader compiler to unify some stuff. I keep running into just broken stuff..why does glslangs c interface duplicate my source code when I do a debug version of the shader D: