@engineering_bae Just be careful about the noise cancelling! It's good enough that my wife has gotten annoyed with me because I can't hear ANYTHING. ๐
@antonalog @msinilo @9eronimo@longbool In our cases everything was in local memory. C runtime qsort was larger because it had to handle arbitrary calling convention and item size.
@bgolus@arcahyadi Not secret at all, just doesn't make sense to talk about stuff until we've shipped it. Ghost still uses the same tech, extended for other purposes (leaves landing on ground, flowing with rivers, animated meshes). See https://t.co/C4DhRxcOsK for some Ghost info.
@ImpossibleScott It's only one draw, but we still ran a compiled emit & update compute shader per emitter. There were tons of functions used on each (splines, meshes, math, noise fields, etc.). Sort+one draw avoids breaking light/shadowing with wrong draw order.
TLDR, Bill's talk is great. ๐คฉ
@SebAaltonen We tried something like this for Ghost, but IIRC could not solve light leaking sufficiently for super thin walls with complex topology. Would be curious if anyone shipped something.
@rygorous@Atrix256 This year less acreage has burned in fact, it's just much more noticable on the west side. I cannot wait for Friday's promised rain.