This is great. Two related thoughts!
- Having detailed performance available at any time in any build at a single hotkey, structured to fit your application and displayed inline, is super valuable - even if you also use external profilers. microprofile at Roblox was like that.
- It shouldn't matter in theory, but in practice I feel like there's correlation between units you use to think about performance and the resulting performance. We often talk about milliseconds per frame but a millisecond is an eternity! 30 microseconds is something you pay attention to, 0.03 milliseconds may slip by unnoticed.
synopsis post:
recently i've been working on a rendering prototype. it's a Wolfenstein style fan raycaster.
it has:
displacement mapped walls
terrain raycaster floors (entirely different tech, but texture matched).
(angle constrained) real time shadows
First update of my online webgpu particle life simulator: the number of particle types is now also randomized each time (from 2 to 16), leading to greater variety!
https://t.co/EfUDKeHnm8
Published my WebGPU Particle Life simulation online! Obviously it requires WebGPU support, and it's quite resource-demanding, so I've set the particle count to 64k for now. Also it probably doesn't work on mobile; will fix later 😅
Link below 👇
@Jonathan_Blow@TylerGlaiel@transmutrix I would really like to see an open source engine that wasn't a framework. It was just a collection of libraries that work well together, each maintained by a small team. You could take any of these libraries and use it separately. Would be interesting to see where that goes.
Hilbert curve is so cache-local that next neighbor is always 1 unit away. This marble track wouldn't work with Morton order (or linear scanlines). Those require teleporting the ball (= cache miss).
Mesh distance field repels Water: sampling scalar SDFs and injecting the vector gradient into sim velocity field. FluidNinja LIVE 2.0 pre-alpha, 100m area, 2K sim, 260 FPS on RTX3080
#unrealengine#UE5#realtimevfx#fluidninja
FFmpeg makes extensive use of hand-written assembly code for huge (10-50x) speed increases and so we are providing assembly lessons to teach a new generation of assembly language programmers.
Learn more here:
https://t.co/u6MKBb3Xbk
More progress on the lighting for my cozy town building game. Lots of small tweaks and the ocean and materials are back.
Still more to do with the sky lighting, but first I want to get the sun light back and add contact shadows, then some more interesting textures and foliage!
@lisyarus I'm very interested! Finding the ideal game GUI approach with the right trade-offs in expressiveness, maintainability, and performance is a bit of a holy-grail quest imo
I found your old blog but I think it's missing some of your latest thoughts:
https://t.co/ckzH4FTgtB