Nice to see modern engines for retro consoles, complete with tooling: "Pyrite 64 : N64 Game-Engine and Editor". It appears like the N64 is graphically quite more capable than what I expected: www.youtube.com/watch?v=4BCm...
Nice to see modern engines for retro consoles, complete with tooling: "Pyrite 64 : N64 Game-Engine and Editor". It appears like the N64 is graphically quite more capable than what I expected: www.youtube.com/watch?v=4BCm...
"Sliders for every variable" -> that's awesome!! I've wanted that in ShaderToy for so long, glad I didn't have to write my own :)
I recently learned that the C++ language spec (even latest!) doesn't specify argument evaluation order... ๐ So beware, stuff like this could have different behavior depending on platform/compiler
RNG rng(kRandomSeed);
Vector3 randVec(rng.Rand(), rng.Rand(), rng.Rand());
Even when things "work", it's like:
"I just want to fill an indirect draw buffer from a compute shader and draw N vertices"
gpu: "No problem. But I am 2018 TBDR gpu and VendorX has hw bugs so time for pipeline bubble and fps is now 12 and btw VK_ERROR_DEVICE_LOST"
Love seeing your tips randomly show up in my feed :)
My "How to Vulkan in 2026" @vulkan.org #Vulkan guide is now publicly available at www.howtovulkan.com
I still consider it a preview, though I'm mostly happy with it and only plan on changing minor things and incorporating some feedback.
After 10 years (!) at Google, I've decided it's time for a change. :) I'm taking the plunge into the games industry and will be joining @thatgamecompany.com as a graphics engineer!
Excited to help build some beautiful and emotional visuals!!
It does seem that a JIT phase of some kind would be useful here (IIRC GDScript already has a bytecode representation, which would make this easier). For performance critical sections, at some point I'd prob switch to C++/gdnative
One thing I do like any GDScript even over C#: no garbage collector
Ahh that tote looks so nice ๐คฏ
The commented one is super useful, thank you!
Prepare for tears ๐ฅฒ
I'm still recovering
I've been making video games in some form for 20 years, so I wrote an article about my process - and why I don't use an engine.
noelberry.ca/posts/making...
Cute! One thing that feels compelling to me is to come up with a name that has some kind of special meaning to the founder _and_ rolls off the tongue -- best of both worlds! That's what I'd want at least :)
I might suggest using fewer syllables though, 4 feels too much. One option: Rebel Fawn
REAC 2025 talk details have been posted on the website! Register today - it's free! enginearchitecture.org/2025.htm
If you can share this message, we'd appreciate it. Thanks, and see you soon!
Worth a read: "How do I become a graphics programmer? - A small guide from the AMD Game Engineering team": gpuopen.com/learn/how_do...
Sharing a little "How to learn graphics" article I wrote recently!
I wanted to focus on some high level learning mindset things I wish I'd had when getting started (but I also list some specific resources that I personally loved).
voithos.io/articles/dra...
I've been messing around a lot recently with cubic beziers for camera path planning. They're fun :)
Ah I see ๐ I'm definitely one of those die-hard physical weirdos, at least for games that I expect to really like. It does make purchasing them a bit more inconvenient though..
Did you get a physical copy? For some reasons they seem to be in short supply from what I can tell...
In case it's useful, a while back I wrote a cubemap prefilter shader for GGX: github.com/voithos/quar...
I can't recall if I verified its output with any rigor, but it looked reasonable enough at the time (I mostly wrote it as a learning experience).
My site is transitioning into @unreal-garden.com Tutorials and documentation that I wrote have migrated there, and the Discord has been renamed.
unreal-garden.com
Woah, itsa-me! :o
Thank you for the shout out!! ๐
Oh my goodness โค๏ธ
I played the demo of this at Day of the Devs!! It's super good!
I'd been thinking about some of the subtleties around std::move() of all things, so decided to write a short article :)
voithos.io/articles/std...
Unfortunately, I find many early access games to be *too* unfinished, like you said (and worse, sometimes they never get finished at all). If their track record was better, I might be more inclined to buy them and give feedback, but for now I basically always avoid them
I always thought of early access as intentionally being unfinished -- the aspirational promise is that the devs could take feedback from players to refine the game and change direction to get a better product in the end. If the game is mostly done already, not much room to incorporate feedback
GDC was so fun this year! So many amazing talks and interesting conversations. Thank you to everyone who I had a chance to meet and chat with! Hugely inspired to make more games :)
This, this is what's happening to me right now :')
A bit late, but I'm also going to be there and would love to say hello!! Big fan of APWOT :)