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
Sharlock93
@sharlock93.bsky.social
Game Dev at @castirongames.bsky.social, Graphics Programmer, working on sh_graphics and some other cool <NDA> projects.
I asked my brother if he remembered the two childhood games we played. He remembered very fondly. I need to make sure both games get preserved.
Genuine question, does anyone know if I can find the original people who worked on this?
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
Anyone up for about 8 hours of a yap session because I want to learn about any of these: - animation systems - GPU hardware - physics engine I have questions
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
What in god's name is a rotated grid bro and why is my triangle tiny?
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
@zeux.io this paper might be of interest to you: dl.acm.org/doi/full/10....
Common Subtree Merging Compressed Opacity Micromaps | Proceedings of the ACM on Computer Graphics and Interactive Techniques
Alpha masked geometry is very prevalent in 3D scenes. It is commonly used to express complex shapes while limiting the need for additional polygonal geometry. A predominant use case is foliage renderi...
dl.acm.org
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.
I'm here to tell you about one of the most useful plugins for visual studio I have found: marketplace.visualstudio.com/items?itemNa... This actually lets you inspect raw bytes interpreted as an image.
Image Watch - Visual Studio 2015
Learn about the Image Watch extension for viewing in-memory bitmaps in native C++ code
learn.microsoft.com
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.
I wish I could meet some of the people I interact with on here. Everyone is such a cool person :')
"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.
crossing your eyes to find the difference in images really ruins the entire genre :/
I'm gonna shit post on LinkedIn. I'm having a rough day anyway.
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
I wish I could have an Nvidia engineer and I could just ask about nsight metrics and they could explain them to me :') god these numbers do not make sense.
Nothing about colours is ever simple. Apparently correct RGB interpolation requires a sacrifice
I love reading about scheduling inside GPUs..."This unit is responsible for scheduling of work...it does a round robin"
My good friend is making "a comfy 16-bit gamedev simulator" and would appreciate some shares and wishlists if that sounds like your sort of thing. Cheers! store.steampowered.com/app/4828200/...
Vaporware EX on Steam
Vaporware EX is a comfy 16-bit game dev simulator full of neon-infused nostalgia, set in the games industry of 199X. Lose the suit, put on a hoodie, and discover what it really takes to ship a game in...
store.steampowered.com
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: