Y
HN Search
Hacker News Search
new
|
comments
|
top
|
jobs
vblanco
searching PlanetScale…
1.
▲
2.
▲
3.
▲
4.
▲
5.
▲
6.
▲
14 ms
·
61.
▲
Some flying robot behavior improvements
(factorio.com)
153 points
by
vblanco
3y ago
|
50 comments
62.
▲
by
vblanco
3y ago
I once had a possible series of PRs that would increase performance of godot renderer, fixing considerable bottlenecks on scene rendering on CPU. Reduz didn't like the changes and it went into the "will be fixed for 4.0" defl
63.
▲
Collision detection for hundreds of large editable vehicles in a sandbox game
(brickadia.com)
6 points
by
vblanco
3y ago
|
0 comments
64.
▲
Tenstorrent Shares Roadmap of Ultra-High-Performance RISC-V CPUs,AI Accelerators
(tomshardware.com)
20 points
by
vblanco
4y ago
|
1 comments
65.
▲
Unreal Verse Language Reference
(dev.epicgames.com)
11 points
by
vblanco
4y ago
|
5 comments
66.
▲
by
vblanco
4y ago
Vkguide deals with the basics, starting from scratch. The book above can be a great read after one completes vkguide, as it shows how to implement some advanced features. I helped review the book and think they should have been more clear t
67.
▲
by
vblanco
4y ago
its custom made mirrored tshirt, he is writing on one of those lightboards and then mirroring.
68.
▲
“Workers&Resources:Soviet Republic” Game Taken Down from Steam by DMCA Request
(store.steampowered.com)
2 points
by
vblanco
4y ago
|
1 comments
69.
▲
by
vblanco
4y ago
I wrote extensively about that as part of my vulkan guide. https://vkguide.dev/docs/gpudriven . The TLDR of it is that you have the cpu upload scene information to the GPU, and then the GPU performs culling and batchin
70.
▲
by
vblanco
4y ago
Important detail to comment on this movie. Its rendered using the EEVEE renderer, which is kind of a "game" realtime renderer. Its not using pathtracing on a massive machine to calculate the final image.
71.
▲
The Verse Calculus: A Core Calculus for Functional Logic Programming [pdf]
(simon.peytonjones.org)
4 points
by
vblanco
4y ago
|
1 comments
72.
▲
The Next Generation of Fortnite Battle Royale Is Powered by Unreal Engine 5.1
(epicgames.com)
4 points
by
vblanco
4y ago
|
0 comments
73.
▲
by
vblanco
4y ago
Nanite in consoles already uses mesh shaders. On PC it emulates them through some trickery but having it using real mesh shaders would be only a small change in code.
74.
▲
by
vblanco
4y ago
I believe mesh shaders are the future of the geometry pipeline for graphics, specially given that both of the new consoles have an implementation for them. Freeing the mesh pipeline from the legacy of opengl and similar stuff is going to al
75.
▲
Making Sense of VRChat, the “Metaverse” People Like [video]
(youtube.com)
3 points
by
vblanco
4y ago
|
0 comments
76.
▲
Large Numbers of Entities with Mass ECS in Unreal Engine 5
(youtube.com)
2 points
by
vblanco
4y ago
|
0 comments
77.
▲
Tracy Profiler 0.8 version released
(youtube.com)
4 points
by
vblanco
5y ago
|
0 comments
78.
▲
Raph Koster: Real Talk about a Real Metaverse
(raphkoster.com)
2 points
by
vblanco
5y ago
|
1 comments
79.
▲
The Matrix Is Unreal
(fxguide.com)
492 points
by
vblanco
5y ago
|
226 comments
80.
▲
by
vblanco
5y ago
I believe thinking of design patterns as something you "use" is one of the biggest mistakes being marketed to new programmers. A lot of them are niche use or only really exist to cover lack of features in languages, such as the Si
81.
▲
by
vblanco
5y ago
WoW used to run update only twice a second, which gives a lot of time for logic. The WoW game logic is very simple, as the players cant really affect the world other than the enemies they are fighting at that moment. Also, the players are s
82.
▲
Linux Foundation to Form New Open 3D Foundation
(linuxfoundation.org)
2 points
by
vblanco
5y ago
|
0 comments
83.
▲
by
vblanco
5y ago
Parts of this pipeline have been used since 2015. You can see most of the techniques explained in here https://www.advances.realtimerendering.com/s2015/aaltonenhaa... . What nanite does is to continue the development o
84.
▲
by
vblanco
6y ago
Burst and Job system forces the user to follow good patterns for the multithreading, and makes sure that the user isnt writing to the same thread-unsafe structure from 2 jobs. In that regard its similar to what Rust does. It really is great
85.
▲
by
vblanco
6y ago
Good catch, i was unaware that loading textures off threads in opengl was possible, given that ive never seen it used even on commercial engines. Ill update the article to reflect that.
86.
▲
Multithreading for Game Engines
(vkguide.dev)
220 points
by
vblanco
6y ago
|
66 comments