@anorangeduck One benefit of the standard approach is that summing deltas over many frames will converge to the actual total real time elapsed. Error in frame N is cancelled out in N+1. Simple workarounds like the rounding up you mention don't have this property, so they can drift over time.
Today I have a short blog post on something in game development that took me far too long to realize: that DeltaTime is a frame behind.
https://t.co/dm6TUruHlB
Hey Quest devs/community: Connect 2024 is finally here and I'm really excited to be co-presenting a talk!
The session is at 3PM today, and we'll cover several graphics/perf wins that we've made, and most of these can boost your FPS by a few percent. Here are some of the topics:
🚀 Exciting news! DirectX is adopting SPIR-V to enhance cross-platform compatibility. This shift allows Microsoft and hardware vendors to focus on features that will power the next generation of applications.
Read about it here: https://t.co/Pzy3uIH0LN #DirectX#SPIRV
If you missed @nicolefeng_'s brilliant paper on generalized signed distance at #SIGGRAPH2024, here's a 20 second summary. 📺🎧
In short: nice SDFs even from "garbage" input geometry.
You can read all about it in her nice blog-style writeup here: https://t.co/FjyipSVC7M
@nektro I use this command at least once a week, and often more than that. When managing a fork, you can also use `--not upstream-branch` to make it stop at the end of your commits.
Builtin strings are an obvious shortcoming in C... but you can make your own!
There are 2 main alternatives: dynamic arrays & slices.
Slices are the best approach for general-purpose, largely because substrings are free: you can iterate lines in a file without extra allocations
Enjoying the fruits of my labor now that I finished my 12-legged 'Carpentopod' table project. See
https://t.co/NdDNDVp4xo for project info, or see it live at @EHVMMF this 13 & 14 Sept.