Big news, friends!!π± 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 β¬οΈ
Posts by Julian
We're live! Super proud of this! :)
Deep Fog Signalsβ Steam page is live π‘
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 ποΈ
#indiehorror
I'm at a.maze in berlin with my friends from @symmetrybreak.bsky.social. Anyone there too?
But... I'm 30 and I love C?
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.
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.
An E-bike battery burned my house down on the first day of GDC. Seeking mutual aid from financially stable colleagues.
gofund.me/47306b15
And on top:
Just because you got Volumetric Light, it doesn't mean that everything is shrouded by fog.
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.
look at what we've been up to!
endlich wieder twitter vibes hier
#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)
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)
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)
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.βοΈ (2/5)
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)
You know the drill! TGS is on sale!
Holiday season is upon us β¨ Join us right now for our first hangout stream on Twitch! Weβll be reflecting on 2024 and maybe even dropping new info & plans while we play @wildwoodsgame.bsky.social π
Come say hi, ask us stuff and celebrate another year with us at twitch.tv/ancastasia π #indiedev
Doc, I am so sorry.
born under punches
Congrats to @osmoticstudios.com and @pipapogames.bsky.social on the DEP wins!
Woooow, congrats @pipapogames.bsky.social !!
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thanks for 100 followers
I have cooked
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 π«‘
Get incredibly performant, pretty and customizable grass at π tgs.symmetrybreak.com π₯¬
#gamedev #indiedev #unityassets
the powers of having the pw for the dns console
+1 einfach nur fΓΌr amon tobin