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Piero Bosio Social Web Site Personale Logo Fediverso

Social Forum federato con il resto del mondo. Non contano le istanze, contano le persone
aeva@mastodon.gamedev.placeundefined

aeva

@aeva@mastodon.gamedev.place
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Recent Best Controversial

  • handed in my notice yesterday.
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @kwramm good luck!

    Uncategorized

  • All right, let's settle this once and for all.
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @pseudonym it's the USA everything we do is "over the top"

    Uncategorized

  • ME [ sighing wearily ]: Sure, why not
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @jalefkowit i hope it includes a heavy metal rendition of "has been"

    Uncategorized

  • ME [ sighing wearily ]: Sure, why not
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @jalefkowit i wonder if he has adhd because this is exactly the kind of dumb thing i would embarrass myself with if i were to somehow manage to 1) make it to geriatricity 2) with a giant pile of money and recognition

    Uncategorized

  • remember the golden rule:
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @pupxel i'm not mad, but i am very disappointed

    Uncategorized

  • how do you "turn off denormals"
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @unnick daz nuts

    Uncategorized

  • how do you "turn off denormals"
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @TomF @oblomov @glyph I have it scoped. seems fine so far

    Uncategorized

  • remember the golden rule:
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    remember the golden rule:

    please don't make me have to add new rules

    Uncategorized

  • been hearing a lot lately about how JASON-LD is kind of terrible.
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @ratsnakegames oh yeah i don't use any of that lol

    Uncategorized

  • been hearing a lot lately about how JASON-LD is kind of terrible.
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @ratsnakegames it's like making a little web page but it's for your data instead of for your neopet

    Uncategorized

  • been hearing a lot lately about how JASON-LD is kind of terrible.
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @ratsnakegames i like xml ;_;

    Uncategorized

  • been hearing a lot lately about how JASON-LD is kind of terrible.
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    been hearing a lot lately about how JASON-LD is kind of terrible. shame we didn't already have some kind of eXtensible Markup Language first

    Uncategorized

  • I am BEGGING you.
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @HMLivy @theleftistlawyer I'm asking how do you become one of those people who says things like "my attorney" and not proclaiming that i live under a rock

    Uncategorized

  • how do you "turn off denormals"
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @giuseppebilotta @TomF @glyph i think so. most of the environment is just going to be a small set of models kit bashed with instancing. the instance point sets are to be generated offline (probably in blender) per tile, and then all that's needed is to move the tile relative to the camera's tile. i figure particle systems could work the same way if I end up having any

    Uncategorized

  • how do you "turn off denormals"
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @giuseppebilotta @TomF @glyph the tile coordinates on the CPU will probably just use integer coordinates and follow a regular grid of some kind, which at least avoids having to worry about precision while figuring out the relative adjustment

    Uncategorized

  • how do you "turn off denormals"
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @giuseppebilotta @TomF @glyph what I'm planning right now is putting everything into world tiles, and then rather than putting everything into a common world space, go straight to relative coordinates by treating whichever tile the view origin happens to be in as the current origin tile. this adjustment would be done on the CPU, and thus everything on the GPU would just receive a uniform that applies the current tile transform

    Uncategorized

  • how do you "turn off denormals"
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @TomF @glyph or I NIH the physics in which case sure why not use fixed point

    Uncategorized

  • how do you "turn off denormals"
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @TomF @glyph specifically it was the one about using fixed point coordinates for objects. I'm still considering how to make that work, but I'd like to use jolt and jolt only speaks floats, and I am not expecting GLES2 GLSL to provide everything I need to do what I was doing before on the rendering side either. I'm probably going to use tile relative system instead on the shader side, and whatever will require as little translation on the CPU side.

    Uncategorized

  • how do you "turn off denormals"
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @TomF @oblomov @glyph i do like that switching on DAZ+FTZ makes this not a problem though. seems preferable to math hax or random branching?

    Uncategorized

  • how do you "turn off denormals"
    aeva@mastodon.gamedev.placeundefined aeva@mastodon.gamedev.place

    @TomF @glyph it's a good blog post tom

    Uncategorized
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