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alariq@mastodon.gamedev.place

<p>gamedev (engine, rendering). ex Ubisoft, ex Avalanche. Beltion: Beyond Ritual, AC: Revelations, Just Cause 3, made BulletStorm Switch, made Indivisible Switch, etc. Trying to learn math.</p>

Posts

  • Post #2346416

    was fruitlessly trying to find an error in my rasterizer code, until I understood that there is an error here: https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#3.4.2.1%20Top-Left%20Rule upd: pushed PR, it is fixed now

  • Post #2346415

    hopefully mastodon will not recompress this one. playing with my software rasterizer.

  • Post #2346414

    it was fun. my first approach led to dead end. had to restart from blank state, this led to 1285. Not best, but not sure where to go from here, code becomes more complicated and not so fun anymore :) I know it should be possible theoretically but do not want to start from scratch 3rd time. kerneloptimization.fun #kerneloptimizationfun

  • Post #2346413

    Revision 2026 invitation is awesome! https://m.youtube.com/watch?v=dYpy5PCMS0Y

  • Post #2346411

    why yes, of course this has zero [syntax] errors.

  • Post #2346410

    wow! you can step-debug GLSL pixel shaders in #renderdoc. Was interested why one particular pixel becomes black, clicked Debug button and... it just worked. Apparently there are limitations, but it worked for me just fine.

  • Post #2346409

    Finally added movie player for my old Mech Commander 2 OpenGL port. Noticed someone has forked my repo https://github.com/alariq/mc2 and added 600+ [Claude co-authored] commits in 2 weeks! It was stated that fork https://github.com/ThranduilsRing/mc2-opengl-remastered has PBR terrain(?), PCF shadows, tessellation, etc.. Somehow shaders had mistakes, but I was interested how it all looks, so I fixed them and was able to run the fork. Indeed it had higher res terrain and PCF shadows, but both look...