Depending on what it is this might not be too bad because texture fetching is sometimes slower than just calculating the thing
Posts by Nolram
Has the code style and architecture remained the same or have there been significant reworks on that front? How do you write code that lasts for such a long time while in production?
I’d be very curious how the tech (engine, tools) and programming practices have evolved during that time :O
I feel like some fuzzy search may be in order
Normalise FPS counters in games showing miliseconds
Every time someone on YouTube uses FPS to measure performance instead of milisecond frametime I die a little bit inside.
Mostly people who don‘t normally do perf-related stuff tend to do this a lot, but especially when measuring in the hundreds of FPS it‘s practically useless :(
only like 5% of my followers understand what I‘m referencing but that‘s ok
Feeling spherically harmonious today. might hallucinate some coefficients later
Wow! These are some of the best stuff I've seen in a while, damn.
Lucky! Over here in Hamburg, despite being the largest non-capital city in continental Europe, we have essentially no gamedev conferences ;-;
We have the CCC (Chaos Communication Congress) though which is pretty neat, but it‘s more general hackery/computery things than gamedev related
So no object motion blur? Isn‘t that normally the more desirable one?
Very good article, been looking forward to it. This will definitely become a go-to resource.
turns out bluesky does not show images in a repost of a repost so here it is again:
OUR GAME IS ON SALE!!!
We have a bunch of cool stuff (and I mean, really cool stuff) cooking up so now's your chance to get in on the action for a most agreeable price!
turns out bluesky does not show images in a repost of a repost so here it is again:
OUR GAME IS ON SALE!!!
We have a bunch of cool stuff (and I mean, really cool stuff) cooking up so now's your chance to get in on the action for a most agreeable price!
his (our?) cool ass game is on sale now!!
Out of curiosity - what kinda work do you do?
I‘m glad to see that even people 100x better at things than me still think the same way :)
Looks fascinating - and wow, that SSAO is doing some legwork! :O
Investigative works are always the most fascinating and useful to me. Figuring out why specific actions taken were done, and what the implications are.
Interesting, I did know not this! What games use it?
Does Source 2 even do Meshlets/GPU driven rendering?
stop I'm already crying
As a TA I would also like to add Windows (transparent things in general) and HUMANS. Or any living thing really
Look I get the whole nightmare of patents and stuff but at least we have… uhhhhh
VP8/9, AV1?
Okay I see your point about "popular codec" now.
Bink was never a standard though, it‘s always been proprietary middleware.
Do you think most indie devs can afford that? :(
(If Epic are even still licensing it.)
Hearing this from you in particular is equally ominous, scary and exciting.
I am filled with so many questions about how in the world Soulframe (and Warframe!) manage to both look and run so delightfully on every platform known to mankind.
Sind Aufnahmen von diesen Events danach verfügbar?
I think that‘s mostly down to the game‘s heavy use of glass really, and the soft specularity a lot of surfaces had. The one really shiny area in the game is The Shard at the end.