A new clustered froxel-based lighting prototype for Light Volumes 3.0.0!
It uses froxels to precompute visible light IDs, so shader don't have to iterate through every light. This scene has 128 active lights and performs around 60 FPS on Android. ~13 FPS with no clustering.
THE ENGINE DIRECTOR BEHIND AAA CONSOLE GAMES WALKED ON STAGE AT A C++ CONFERENCE AND TOLD A ROOM OF EXPERTS THAT THE CLEAN, OBJECT ORIENTED CODE THEY ARE PROUD OF IS A LIE AND IT QUIETLY THROWS AWAY 90% OF THE MACHINE THEY PAID FOR
85 minutes from Mike Acton -- engine director at Insomniac Games, where wasting cycles is not an abstract debate, it is the difference between a game that ships and one that dies.
-> His first principle is blunt: the only purpose of any program is to transform data. Not to model the world in pretty classes. Move data, fast.
06:33 -- The lie he calls out: "Software is the platform". No. The hardware is the platform. Ignore it and you cannot even reason about the cost of your own code.
Most devs never look at what the CPU actually does. They stack abstractions until the machine spends its life waiting on memory it should never have touched.
49:38 -- He prints a value, zips it, and measures the waste directly. A brutal little trick that exposes how much of your data is pure noise.
And this is the AI era's blind spot too. Agents generate more abstract code faster, on hardware nobody profiles, while the GPU bill quietly explodes.
You thought clean code was the goal. This is the man shipping real engines saying the machine is the goal, and clean code is often how you lose it.
Bookmark it & you'll never look at your own abstractions the same ↓
Rather useful and addictive web site.
Interactive live map of the UK rail network showing where all currently running trains are. Click on them full routing and live scheduling.
https://t.co/TRFPHdraEH