Multiplatform dev is amazing.
- Android build revealed a timing bug because the CPU was too slow
- iOS revealed an alpha blending bug
- Windows revealed perf problems
- Linux revealed a couple memory corruptions
These bugs affected all platforms, but stayed hidden
New video tutorial series on Creation Graphs. Learn how to modify Creation Graphs and what the Creation Graphs we ship with #TheMachinery do. @ourmachinery
https://t.co/h8yjyWm1K4
Just ran @aras_p's ClangBuildAnalyzer while compiling @openusd on a single thread.
Some interesting numbers:
- 80 minutes of compilation time.
- 14 minutes spent on including usd/prim.h 300+ times.
@ourmachinery's article https://t.co/G50j5HB4Q2 comes to mind here.
We love @handmade_seattl and excited to be a part of the conference this year. Join the OM team on chat during the 1:30 pm pst talk with @AbnerCoimbre @niklasfrykholm @runawaygray on Nov 12th. #indiedev#gamedev#TheMachinery
Highlighting #TheMachinery community today. @WaitForPresent's tool for editing splines. "It's using Hermite spline interpolation and supports all features of the Gizmo API and also supports mesh deformation according to the spline for road, river or cliff placements." #gamedev
I started to learn @ziglang today implementing a tiny raytracer using RayTracingInOneWeekend, and I was surprised in a good way, by the language's simplicity. Zig build system is awesome too and was easy to use some C math functions from #TheMachinery foundation library.