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corysama
searching PlanetScale…
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38 ms
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541.
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by
corysama
4y ago
You can find more articles like this one at https://old.reddit.com/r/TheMakingOfGames/search?q=Frame&res...
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Behind the Pretty Frames: Death Stranding
(mamoniem.com)
2 points
by
corysama
4y ago
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1 comments
543.
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by
corysama
4y ago
Bad news. For SIMD there are not cross-platform intrinsics. Intel intrinsics map directly to SSE/AVX instructions and ARM intrinsics map directly to NEON instructions. For cross-platform, your best bet is probably https://
544.
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by
corysama
4y ago
Adding on: Go to https://www.intel.com/content/www/us/en/docs/intrinsics-guid... Start with SSE, SSE2, SSE3 Write small functions in https://godbolt.org/ . Watch the assembly and th
545.
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by
corysama
4y ago
The entire site https://fabiensanglard.net/ is a goldmine of high-quality content.
546.
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by
corysama
4y ago
I get ya both. But, I frequently see plausible-ish reflections and DOF in MJ generations. Usually there is some error you have to look for. For example, 2 out of 3 windows reflected. This image shows what I’m taking about. The vertical lin
547.
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by
corysama
4y ago
Adding on: Alan Kay gave several fascinating talks about the project. Such as https://youtube.com/watch?v=ubaX1Smg6pY
548.
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by
corysama
4y ago
It’s my understanding that, amazingly enough, blending the models is done by literally performing a trivial linear blend of the raw numbers in the model files. Someone even figured out they could get great compression of specialized model f
549.
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by
corysama
4y ago
JavaScript doesn't have a standardized bytecode. But, I suppose you could design one, describe it in C++ and run it through this tool. Then you would "just" need a JS source -> bytecode runtime compiler.
550.
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by
corysama
4y ago
There is a new interest in GPU-side general-purpose decompression due to Microsoft pushing DirectStorage. https://devblogs.microsoft.com/directx/directstorage-1-1-com...
551.
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corysama
4y ago
* Works on real hardware and most popular emulators.
552.
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by
corysama
4y ago
https://www.reddit.com/r/retrogamedev/
553.
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by
corysama
4y ago
20 years after playing around with your emulator, I get to tell you that the "metafile dump to Window's clipboard" feature is just so nifty it still sticks out in my memory today.
554.
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corysama
4y ago
Cheep. Cheep. Cheep cheep cheep.
555.
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by
corysama
4y ago
So, https://casual-effects.com/markdeep/ ?
556.
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by
corysama
4y ago
That's a great site. Full of articles like this one. If you are interested in material like this, you might like https://www.reddit.com/r/TheMakingOfGames/
557.
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by
corysama
4y ago
That wouldn’t work out. The C Python interpreter is slower than v8. A WASM Python interpreter would be at most as fast as the native C implementation
558.
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by
corysama
4y ago
That’s pretty much the point of WASM, isn’t it? V8 is a billion dollar investment in running as best as possible a language that is very, very difficult to run performantly. WASM instead opens up options to run well languages that are much
559.
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by
corysama
4y ago
I think you are falling into a “deeply-technical explainer” trap. You’ve been so deeply engrossed in the use-cases of this novel technical combo that they are all assumed understood from your POV. And, this tech is so general that there’s a
560.
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by
corysama
4y ago
What you are describing is how it works. A mesh shader is a lot more general and flexible than even all three of Vertex / Tessellation / Geometry shaders working together. And so, it replaces all three of them to be an alternate
561.
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by
corysama
4y ago
Nope. They don't make anything faster by themselves if you stick to doing the same work the same way as vertex shaders. What they do is open up a lot more options for you to do something differently that can work better for your situ
562.
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by
corysama
4y ago
You need to go gamma -> linear before doing any linear algebra on your color values. There is some debate over whether the alpha should be stored linearly or not in low precision (8 bit) formats. I think the standard practice is linear,
563.
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by
corysama
4y ago
You are correct that you can render a small section of a very large data set by re-centering your origin of the data sent to GPU around a small subsection. So, now the question becomes "But, do you really want to?" > Overall,
564.
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corysama
4y ago
The "Deep Dives by Geography" section has histograms.
565.
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by
corysama
4y ago
I'm assuming you've seen https://raytracing.github.io/ ;)
566.
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corysama
4y ago
Any explanation of how it works?
567.
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by
corysama
4y ago
You should post this to https://old.reddit.com/r/TheMakingOfGames/ :)
568.
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by
corysama
4y ago
Same. I had to click No a bunch of times. And, dig through the menus to make sure I didn't miss any defaulted-on crap. But, with that done, my LG TVs UX has been great for years. For many years now my answer for "What TV to get
569.
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by
corysama
4y ago
The "On The Metal" podcast had an interview with someone who had to deal with debugging DRAM drivers. But, I don't remember which one it was...
570.
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by
corysama
4y ago
std::function is literally an object that can be invoked like a function. As an object, it can contain multiple values. Move-only values are very used for common situations of unique resources that should not be duplicated. But, what if you
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