Happy new year! HLSL++ celebrates the 999 star milestone. Full WASM support was added recently, and I'm slowly working towards adding emulation for Texture2D, so one can sample textures CPU side. Development is slow but constant! github.com/redorav/hlslpp
Posts by Emilio López
Thank you for your comment, we put in a great effort into it, SSR will always look bad in many situations but when it looks good, it can be great!
Yep I was promised that it would get released but eventually I left and that never got anywhere. A real shame, everyone put in so much effort into the game and the presentation shows aspects of every system and contributions
HLSL++ reached the 900 star milestone! Almost there for 1024. I recently added the interop namespace, got a new computer too with AVX512 and been playing with float4x4 as a nice __m512, it's very niche but I'm having a lot of fun and learning. github.com/redorav/hlslpp
I have a new article! It took a long time but I think it was worth it, hopefully you'll enjoy it too. www.elopezr.com/the-art-of-p...
Many thanks to @vassilis3d.bsky.social, @mokarakaya.bsky.social
and @angelortiz.bsky.social for the help and encouragement
Animation by Les Clark* | Fantasia (1940)
#penciltest #sakuga #genga #2danimation
Hi! #PortfolioDay I'm Fabi, I am an enviroment pixel artist (mainly) and I like drawing fantasy landscapes
Currently available for work!
Unexpected so soon but hlsl++ has reached 700 stars. github.com/redorav/hlslpp The vector at Tt was called NuVec3/4. Accessing components was myVec.GetX().AsFloat() or SetX(). Cumbersome and mixed free and object functions. But, it's where I encountered and learned SIMD
Here's a recording of my Tiny Glade presentation from the Graphics Programming Conference 2024:
www.youtube.com/watch?v=jusW...
It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
HLSL++ reached 600 stars today. I started the project because I didn't like the interface of the math library we had at Tt. I understand why though, it's a lot of effort. Thank you to everyone who finds it useful and contributed.
github.com/redorav/hlslpp
Added a small section to osor.io/OIT about a neat way to avoid self-occlusion when sampling transmittance 😊 It came up in conversation enough times that it's worth updating instead of waiting for a new post ❤️
Also, some peeps asked for a clip with less & slower spheres intersecting so here it is! 🙏
Yeah I think you'll find issues as soon as you try to interoperate with other libraries that do use the stl. If you can control that, it's probably ok. One of those quirks of C++ where something that should have been a language feature is instead a library implementation with compiler magic
Maybe use afore and beyond?
Things like initializer_list, stddef or stdint proved to be quite difficult to ignore. Windows headers are possible to ignore because the API is so stable but I doubt Linux structures can be forward declared trivially
I'm reaching that point in life where the urge to write my own STL replacement is too strong.
C++20, fairly minimal, a good hash map, arena allocator support. Zero includes excluding my own.
Let's see how it goes!