π Announcement π
A Little Perspective's demo will be part of the Cerebral Puzzle Showcase on Steam, starting May 29!
I'll likely drop it a bit earlier (i.e. the weekend before), so I have time to fix any last issues before the event :) Stay tuned!
@falconerd Call mmap and VirtualAlloc if you know how memory works ;)
You might as well use C. You get faster compile times. With less temptation to use some C++. Very easy to convince yourself to use the odd template or inheritance. Then later look at how you over complicated the solution
Got texture streaming working. Textures are procedurally generated from shader code + input data file as part of the texture builder. (middle & right are made from the same shader, different input data)
@SebAaltonen The funny thing is... On Linux, clang and gcc do argument parsing in different orders. So it's not consistent on the same platform even.
Would be nice if this was a warning in compilers. Perhaps it already is.
@nicbarkeragain@rflaherty71 I just made a public gist with the documentation I wrote for it. Any questions feel free to ask :) The code is available behind a paywall, I left info in the gist about that and a link to the discord if anyone has questions.
https://t.co/Z68hOuH8yh
@SebAaltonen On PC, when you compile a pipeline, it will check a local cache the driver has made and return that if nothing has changed. Does this not happen on mobile then?
Thrilled to announce that A Little Perspective, a puzzler where perception and reality are one and the same, now has a trailer and a store page! π₯π
Wishlists/reposts appreciated, link in the replies :)
#indiegames#puzzle
The wait is overβ¦ Voxile is LIVE π
After years of development, our FPS-RPG survival game is finally here! Explore, build, and battle your way to the top in destructible voxel worlds. #indiegames#IndieGameDev
Play Early Access here β€΅οΈ (link in reply)
3 weeks ago I posted this. Then I joined the Khronos Group (my employer is a member) and worked to get it added to the language.
I can now announce today that #extension GL_EXT_nontemporal_keyword has been added to the GLSL compiler.
Just prefix your data with nontemporal. π
Optimised (I think) HLSL for converting float3 to and from R11G11B10. Input values must be in range, doesn't handle -ve/denorms/nan/inf.
Handy for packing positive float3 data into a single uint.
Convert to+from is 21 DXC instructions.
Handy for packing 3D data into a single int
Announcing Voxile!
Voxile is our stunning, ray-traced voxel FPS RPG Survival game where you can explore hand-crafted worlds or build your own! π
Play the demo and become a Kickstarter backer today! Links below π
@AgileJebrim@valigo@lukas_lipp There is also a NonTemporal flag for buffers, which has been there for much longer.
Perhaps I would need another intrinsic for that too.
@AgileJebrim@valigo@lukas_lipp Interesting, I missed this when reading the spec. I could probably add a `store_nontemporal` function to the compiler. I wonder what part of my renderer I use this on to test it out π€
@AgileJebrim@lemire I believe the reasoning for auto when I read the proposal. Was that for macros that make local variables, you would end up using typeof(expr) instead. But I would argue that this friction is better than allowing people to be lazy and make code unreadable.