@rsms@laurenloprete Spot on. It was my daily driver for a good while. Everything was so snappy and fresh. Sometimes I think about a timeline when @gassee took over the reins at Apple instead of Jobs.
I’m happy to announce the release of a new open source 3D physics engine called Box3D. I’ve been working on this project for a few years now, but it represents over 20 years of experience writing physics engines for games. Read more here: https://t.co/2d9aVuUsxj
@Romy_Holland@lumpenspace It is a flat circle. From right now, to this time tomorrow, there’s one ”circle” of time. Handy to divide that into halves, or fourths. Hard to do that in units of ten.
Same thing with a year. There’s a revolution. Good to be able to slice that in meaningful divisions.
@JustSlavic There are very few entry-level jobs for a graphics programmer in game dev. Studios look for experience here. Technical Artist that leans heavy on the tech part, is a good way to get a foot in the door.
That makes no sense at all. Raw scans always look flat if you’re viewing log footage without a LUT — that’s literally the point. You’re not seeing the image quality, you’re seeing log material displayed incorrectly in linear space. In other words, this proves absolutely nothing except that someone doesn’t understand the pipeline.
A programming lesson that's been hammered into my skull is to not try to create a general system until you've implemented AT LEAST a handful of one-offs the system is supposed to support.
Otherwise you waste endless time fighting with and refactoring your "general" system.
Just wanted to mention: I watch @digitalfoundry regularly. I saw their DLSS 5 video when they posted it. It was actually the first time I saw DLSS 5.
While I was surprised they liked it - since in my opinion it did not look good - that's one of the reasons I watch other people's shows. If I only wanted to hear my own opinions of things, I'd just watch my own channel :)
I know it's stressful when a large percentage of your audience is mad about something. I can absolutely understand why Digital Foundry wanted to backpedal a bit on their initial strongly-favorable coverage.
But for that same reason, I felt like I should take this opportunity to say: I watch Digital Foundry regularly. I was happy to see their initial coverage of DLSS 5. I had no problem with it, and I couldn't care less if their opinion about it differs from mine. If anything, that's a plus.
And furthermore, it seems like both @dark1x and @Dachsjaeger weren't as enthusiastic about it. That actually makes me look forward to more coverage on the channel, since having both people who like and who dislike DLSS 5 should make for some great videos!
New blog post: A Decade of Slug
This talks about the evolution of the Slug font rendering algorithm, and it includes an exciting announcement: The patent has been dedicated to the public domain.
https://t.co/xWEz0q2c4N
@sisqobmx@meesedev What a reach. OP didn’t conclude anything based on The quality of recent releases. They pointed out the fundamental flaws in the OOP-based design. That’s the correct conclusion. And it’s a legacy that keeps holding UE back.
That’s because the thing that is making your blog posts worthwhile is the difficult work of taking your mental model and serializing it into a useful bitstream with high signal-to-noise ratio. LLMs can’t do that given a tiny prompt from that mental model—they only have a statistical model of ~mean (“slop”) serializations, which if you’re doing something new and interesting (an infinitely large category), is no replacement for that difficult work.
Furthermore, the serialization itself is a useful process to concretize & solidify the mental model itself! LLMs obviously do not produce that either.