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vblanco
searching PlanetScale…
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31.
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How I made a shooter game in 64 KB [video]
(youtube.com)
3 points
by
vblanco
8mo ago
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0 comments
32.
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by
vblanco
8mo ago
Commercial translator services lately are the worst they have ever been. You cant validate that they aren't directly sending your excel with the translation lines into a LLM with no tweaking/checking. For a indie videogame i work
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vblanco
10mo ago
There is no implementation of it but this is how i see it, at least comparing with how things with fully extensioned vulkan work, which uses a few similar mechanics. Per-drawcall cost goes to nanosecond scale. Assuming you do drawcalls of c
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vblanco
10mo ago
This is not really directly about resizable BAR. you could do mostly the same api without it. Resizable bar simplifies it a little bit because you skip manual transfer operations, but its not completely required as you can write things to a
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vblanco
10mo ago
This is a fantastic article that demonstrates how many parts of vulkan and DX12 are no longer needed. I hope the IHVs have a look at it because current DX12 seems semi abandoned, with it not supporting buffer pointers even when every gpu ma
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Macko: Sparse Matrix-Vector Multiplication for Low Sparsity
(grizzlytech.dev)
3 points
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vblanco
10mo ago
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0 comments
37.
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Intro to SIMD intrinsics for 3D graphics
(vkguide.dev)
3 points
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vblanco
1y ago
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0 comments
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Electronic Arts Announces Agreement to Be Acquired for $55B
(businesswire.com)
4 points
by
vblanco
1y ago
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5 comments
39.
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by
vblanco
1y ago
Because you now need to go through virtual calls on functions that dont really need to be virtual, which means the possible cache miss from loading the virtual function from vtable, and then the impossibility of them being inlined. For exam
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vblanco
1y ago
The modern cryengine compiles very fast. Their trick is that they have architected everything to go through interfaces that are on very thin headers, and thus their headers end very light and they dont compile the class properties over and
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Converting a large mathematical software package written in C++ to C++20 modules
(arxiv.org)
141 points
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vblanco
1y ago
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42 comments
42.
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Feature Preview: HDR and Lumen Global Illumination Raytracing
(brickadia.com)
4 points
by
vblanco
1y ago
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0 comments
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vblanco
1y ago
Game consoles generally only offer clang as a possibility for compiler. If you can compile rust to C, then you can finally use rust for videogames that need to run everywhere.
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vblanco
2y ago
Yeah thts the fun of it, you create your kernel/function so that the simd level is a template parameter, and then you can use simple branching like: if(supports<avx512>){ myAlgo<avx512>(); } else{ myAlgo<avx>(); } Iv
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vblanco
2y ago
Interesting library, but i see it falls back into what happens to almost all SIMD libraries, which is that they hardcode the vector target completely and you cant mix/match feature levels within a build. The documentation recommends wr
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vblanco
2y ago
Game developers have been doing this since forever, its one of their main reasons to avoid the STL. EASTL has this as a feature by default, and unreal engine container library has the boundchecks enabled on most games. The performance cost
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Building Bridges to C++
(circle-lang.org)
4 points
by
vblanco
2y ago
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0 comments
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Steamdeck performance and frame analysis – Metaphor ReFantazio
(vkguide.dev)
3 points
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vblanco
2y ago
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0 comments
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vblanco
2y ago
it does, but i dont use it much due to it being too slow and heavy on memory on my ryzen 5950x (32 threads) on windows. a couple seconds of tracing goes into tens of gigabytes of ram.
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vblanco
2y ago
A truly incredible profiler for the great price of free. There is nothing coming at this level of features and performance even on paid software. Tracy could cost thousands of dollars a year and would still be the best profiler. Tracy requi
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How Final Fantasy maestro Nobuo Uematsu legitimised video game music
(abc.net.au)
3 points
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vblanco
2y ago
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1 comments
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Showcase of real-time graphics technology, from the Graphics Programming Discord
5 points
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vblanco
2y ago
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0 comments
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Richard Fabian new book on design patterns: "Unresolved Forces"
(unresolvedforces.com)
2 points
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vblanco
3y ago
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0 comments
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Rooted: The Good the Bad and Freedom of Choice (Bambu Labs 3D Printers)
(blog.bambulab.com)
6 points
by
vblanco
3y ago
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1 comments
55.
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Northlight technology in Alan Wake 2
(remedygames.com)
456 points
by
vblanco
3y ago
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257 comments
56.
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by
vblanco
3y ago
Yes, but template code is all on headers, so it gets parsed every single time its included on some compile unit. With modules this only happens once so its a huge speed upgrade in pretty much all cases.
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vblanco
3y ago
They are not slower than headers. Ive been looking into it because modular STL is such a big win. On my little toy project i have .cpp files compiling in 0.05 seconds while doing import std. Downside is that at the moment you cant mix norma
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vblanco
3y ago
https://pastebin.com/VPypiitk This is a very small experiment i did to learn the metaprogramming features. its an ECS library using the same model as entt ( https://github.com/skypjack/entt ). In 200 lin
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vblanco
3y ago
Cpp goes nowhere to this level. Jai templates execute normal code (any code) at compile time, so there is no need for sfinae tricks or others, you just write code that directly deals with types. You can do things like having structs remove
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vblanco
3y ago
Jai has a few unique features that are quite interesting. You can think of it as C with extremelly powerful metaprogramming, compile-time codegen and reflection, and strong template systems, plus a few extra niceties like native bump alloca
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