www.theverge.com/policy/88634...
βYou should try making the game run well and look good insteadβ
Every part of this makes me just hold my head in my hands
theshamblog.com/an-ai-agent-...
You have my blessing
May your D3D devices remain not removed π
C++ has exceptions?!? π
Unshelving on another stream definitely works, so Iβm not sure whatβs up there. π
A gold bag on a glossy surface
Path tracer test scene, or real life? π€
Sarah Jeong is on a tear lately
www.theverge.com/policy/86720...
Indeed it was SIGGRAPH 1997: cgl.ethz.ch/teaching/for...
After finishing Dark Souls 3, here is my updated official FromSoft rankings:
1. Sekiro π₯·
2. Bloodborne
3. Elden Ring
4. Demonβs Souls
5. Armored Core 6
6. Dark Souls 3
7. Dark Souls 1
Interesting framing of βcentaursβ vs. βreverse centaursβ in this essay about AI
www.theguardian.com/us-news/ng-i...
Very cool, thanks for sharing!
I made my first contribution to RenderDoc! It's tiny, but it's something. :)
github.com/baldurk/rend...
I saw one the other day which generated a notification, but then it immediately disappeared. Iβm not sure if something automated kicked in, or the bot just un-liked it really quickly.
The largest differences IME between games and βnormieβ programming stuff is the crazy amount of art content being thrown around. Iβve seen many gaming outsiders completely underestimate the scale of that side of things.
lol yes we push new builds all day long, you just submit to a certain stream and off it goes. Once a week we do a much heavier release of everything accumulated in the programmer stream, which is mainly bottlenecked by human testing.
2025 has been a real shit year for LGBTQ+ people in the US, especially our trans friends. Please consider donating to The Trevor Project (or wherever you'd like) to show some support, I just did so myself.
www.thetrevorproject.org
Yeah I was fooled for a bit at first by the cool visualizations, but after reading it some more I would actively tell people to avoid this article because of the misinformation.
Legacy barriers are the original resource barriers that shipped with D3D12, where everything is modeled as resource states and thereβs confusing promotion/decay rules. Enhanced barriers are supported on pretty much all GPUs that still receive driver updates.
I just order a switch tester and played with all of them until I found one I liked π
If it helps I really like my Keychron Q6 Max with Gateron Blue switches, but I would never bring that into an office because my cubical neighbors would *hate* me.
lol yeah thatβs some creative keeb speak right there. Some of those folks are deeply invested in their choice of switches. π
But of course if it's just a pure curated list of functions, I'm not sure I can avoid exposing root signatures too since you really need them to do anything. So far anything I can think of too hide them would turn into a real "wrapper", or require some explicit helpers.
Thanks Chris, that all makes sense and echoes what I've heard from some other people about bringing people up-to-speed using wrappers. For my thing I should probably avoid the word "wrapper" entirely...mostly I just want it to directly expose D3D functions, but with a curated list of functions.
Yeah I agree, and βwrapperβ is maybe not really the right word I think for what Iβve been sketching out. It would roughly just be alternative interfaces with the same D3D12 methods and parameters, but skipping older non-useful methods.
Anyhow, interested to hear if anybody has thoughts good or bad so feel free to share.
The one Iβve been thinking about the most is whether root signatures should be exposed, or to what degree. Theyβre a pain point for beginners, and if you assume bindless you can skip nearly all of it. But that would make the wrapper more opinionated, and itβs not clear how exactly it would work.
Thereβs plenty of design questions so far, some minor and some more major. The largest probably being which features to exclude. Some are less controversial, like dropping legacy barriers or vertex buffers. Others are tougher, like whether geometry shaders or descriptor copying should make the cut.
Itβs not at all clear to me yet that this a good idea that would have value, and be worth my time. But it does seem intriguing to me, especially since D3D12 has changed so much and thereβs plenty of βtrapsβ for beginners to fall into by using legacy approaches.