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Posts by Julian

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Big news, friends!!🌱 You can now PLAY The Regreening!

We've launched our first online Playtest that anyone can join and play now on Steam! Huge thank you to @wingsfund.me for organising #WomensDaySale we're part of!

Find a link to our #indiegame below ⬇️

1 month ago 22 12 2 1

We're live! Super proud of this! :)

5 months ago 3 0 0 0
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Deep Fog Signals’ Steam page is live πŸ“‘
Stuck in an outpost in a sea of toxic fog, you're cut off from the outside world and oxygen is running out. Use scarce bandwidth to coordinate unstable crewmates, do research that could change the world and interpret strange signals from the deep πŸ‘οΈ
#indiehorror

5 months ago 35 12 6 4

I'm at a.maze in berlin with my friends from @symmetrybreak.bsky.social. Anyone there too?

11 months ago 1 0 0 0

But... I'm 30 and I love C?

1 year ago 0 0 0 0
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From the Unity3D community on Reddit: My story of developing a grass shader Explore this post and more from the Unity3D community

Hey y'all,
www.reddit.com/r/Unity3D/co...
did a write-up about Tasty Grass Shader over on Reddit :)

1 year ago 4 1 0 0
A column of fire envelops an RV in a pine forest late at night.

A column of fire envelops an RV in a pine forest late at night.

My bedroom and office reduced to ashes. The metal walls and roof are largely destroyed, revealing the forest beyond.

My bedroom and office reduced to ashes. The metal walls and roof are largely destroyed, revealing the forest beyond.

A class C RV gutted by fire. The heat of the fire has killed most of the plant life in a nearby garden.

A class C RV gutted by fire. The heat of the fire has killed most of the plant life in a nearby garden.

A segment of an RV's exterior wall. The heat of the fire has melted through the aluminum panels.

A segment of an RV's exterior wall. The heat of the fire has melted through the aluminum panels.

An E-bike battery burned my house down on the first day of GDC. Seeking mutual aid from financially stable colleagues.
gofund.me/47306b15

1 year ago 319 320 15 15
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And on top:

Just because you got Volumetric Light, it doesn't mean that everything is shrouded by fog.

1 year ago 1 0 0 0
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The Half-Life 2 RTX looks fantastic, but could people PLEASE respect the original art direction?

Just because you have path tracing doesn't mean you crank all your lights by x10.

Just because you got PBR now doesn't mean all your surface should have 0.0 roughness.

1 year ago 4 0 1 0

look at what we've been up to!

1 year ago 2 0 0 0

endlich wieder twitter vibes hier

1 year ago 1 0 0 0
#include <xmmintrin.h> 
void Distances_SIMD(void)
{
    float points_X_arr[] = {16.0f, 00.0f, 10.0f, 43.0f};
    float points_Y_arr[] = {00.0f, 16.0f, 10.0f, 08.0f};
    __m128 points_X = _mm_load_ps(points_X_arr);
    __m128 points_Y = _mm_load_ps(points_Y_arr);

    __m128 xSqr = _mm_mul_ps(points_X, points_X);
    __m128 ySqr = _mm_mul_ps(points_Y, points_Y); 
    __m128 length = _mm_sqrt_ps(_mm_add_ps(xSqr, ySqr));

    float lengths[4];
    _mm_store_ps(lengths, length);
    for(int i = 0; i < 4; i++){
      printf("Point = (%f,%f), Length = %f.\n", points_X_arr[i], points_Y_arr[i], length[i]);
    }
}

#include <xmmintrin.h> void Distances_SIMD(void) { float points_X_arr[] = {16.0f, 00.0f, 10.0f, 43.0f}; float points_Y_arr[] = {00.0f, 16.0f, 10.0f, 08.0f}; __m128 points_X = _mm_load_ps(points_X_arr); __m128 points_Y = _mm_load_ps(points_Y_arr); __m128 xSqr = _mm_mul_ps(points_X, points_X); __m128 ySqr = _mm_mul_ps(points_Y, points_Y); __m128 length = _mm_sqrt_ps(_mm_add_ps(xSqr, ySqr)); float lengths[4]; _mm_store_ps(lengths, length); for(int i = 0; i < 4; i++){ printf("Point = (%f,%f), Length = %f.\n", points_X_arr[i], points_Y_arr[i], length[i]); } }

This concept is of course possible with Vector2/3/x as well. Take this example, where I calculate the magnitude/length of four 2D points at once.

Keep in mind: I barely scratched the surface here of what's possible, not to mention that SEE1 came out in 1999.

Happy Coding!

(5/5)

1 year ago 0 0 0 0
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Now for thinking as SIMD as "multiple things at once" the code would look like this.

The key is here that we batched multiple calculation together, processing 4 circles at once.

(4/5)

1 year ago 1 0 1 0
void CircleArea_SIMD(void)
{
  float circlesRadii[] = {1.0f, 2.0f, 0.5f, 4.0f};
  __m128 circlesRadius = _mm_load_ps(circlesRadii);

  const float pi = 3.141f;
  __m128 pi_wide = _mm_load_ps1(&pi);
  // caluclate: pi * radius * radius, but for 4 radii at once.
  __m128 areas =  _mm_mul_ps(pi_wide, _mm_mul_ps(circlesRadius, circlesRadius));
  
  float areaScalar[4];
  _mm_store_ps(areaScalar, areas);
  for(int i = 0; i < 4; i++){
    printf("Radius = %f, Area = %f.\n", circlesRadii[i], areaScalar[i]);
  }
}

void CircleArea_SIMD(void) { float circlesRadii[] = {1.0f, 2.0f, 0.5f, 4.0f}; __m128 circlesRadius = _mm_load_ps(circlesRadii); const float pi = 3.141f; __m128 pi_wide = _mm_load_ps1(&pi); // caluclate: pi * radius * radius, but for 4 radii at once. __m128 areas = _mm_mul_ps(pi_wide, _mm_mul_ps(circlesRadius, circlesRadius)); float areaScalar[4]; _mm_store_ps(areaScalar, areas); for(int i = 0; i < 4; i++){ printf("Radius = %f, Area = %f.\n", circlesRadii[i], areaScalar[i]); } }

Instead, you have to think about SIMD as processing multiple items at a once. For example: you have a list of circles and want to calculate their area. The basic version would process one circle at the time.

With thinking of SIMD as "fast Vector4" there would be no room for improvement. (3/5)

1 year ago 1 0 1 0

The key point is that many people get the *impression* that these wide SIMD vectors, like __m128 in SSE, are a direct replacement for a Vector4. When they then try to "SIMDfy" their Vector3/2 math, their code gets ugly and inefficient.

This is not how to SIMD.☝️ (2/5)

1 year ago 0 0 1 0
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I always wanted to get into SIMD programming (SSE, AVX, NEON all that sorts), but never found the right entry, until I stumbled across this talk deplinenoise.wordpress.com/wp-content/u... (1/5)

1 year ago 3 0 1 0

You know the drill! TGS is on sale!

1 year ago 3 0 0 0
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Holiday season is upon us ✨ Join us right now for our first hangout stream on Twitch! We’ll be reflecting on 2024 and maybe even dropping new info & plans while we play @wildwoodsgame.bsky.social πŸ‘€

Come say hi, ask us stuff and celebrate another year with us at twitch.tv/ancastasia πŸ™Œ #indiedev

1 year ago 11 4 0 0

Doc, I am so sorry.

1 year ago 1 0 0 0
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Tasty Grass Shader (URP/HDRP 3D/VR) | VFX Shaders | Unity Asset Store Add depth to your next project with Tasty Grass Shader (URP/HDRP 3D/VR) from Symmetry Break Studio. Find this & more VFX Shaders on the Unity Asset Store.

Tasty Grass Shader is 50% off!
tgs.symmetrybreak.com

1 year ago 3 0 0 0

born under punches

1 year ago 1 0 0 0

Congrats to @osmoticstudios.com and @pipapogames.bsky.social on the DEP wins!

1 year ago 4 0 1 0

Woooow, congrats @pipapogames.bsky.social !!

1 year ago 5 0 0 0

πŸ™Œ

1 year ago 1 0 0 0
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πŸ™Œ

1 year ago 2 0 0 0
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thanks for 100 followers

1 year ago 1 0 0 0

I have cooked

1 year ago 4 0 0 0
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Tasty Grass Shader (URP/HDRP 3D/VR) | VFX Shaders | Unity Asset Store Add depth to your next project with Tasty Grass Shader (URP/HDRP 3D/VR) from Symmetry Break Studio. Find this & more VFX Shaders on the Unity Asset Store.

Big news for #Unity devs: @schneckerstein.bsky.social's been COOKING! We just released Tasty Grass Shader v.2.2 with support for #HDRP and #UnityShaderGraph 🫑

Get incredibly performant, pretty and customizable grass at πŸ‘‰ tgs.symmetrybreak.com πŸ₯¬

#gamedev #indiedev #unityassets

1 year ago 14 4 1 1

the powers of having the pw for the dns console

1 year ago 1 0 0 0

+1 einfach nur fΓΌr amon tobin

1 year ago 1 0 1 0