I'm all in for wacky but good enough solutions
I'm all in for wacky but good enough solutions
Using rsync on top of it
I like that low level graphics development and being able to follow the journey makes it so much nicer.
Sounds actually like a good thing for cache locality. On the other hand, many hash implementations apply another transformation on the hash key to reduce collisions due to wrapping anyway.
Are you sure the compiler not already SIMDd it for you?
I found shadows tend to be quite heavy. Adding quality settings that adjust shadow map size and cascade count at least give the user an option to deal with it.
I predict the future: You'll double the size
Red arrow plus big number always gets em
This is GOAT
Shinestone so to speak
Sorry...
IntelliJ IDEA by jetbrains
I didnโt have a compiler course or the Dragon Book. Watching a YouTuber called tsoding build compilers from scratch on YouTube was my sole inspiration.
Probably, yes - just not yet. I want it to be in a somewhat presentable state first.
First post of the year after a few stressful weeks at work. Added support for Kotlin objects (singletons): no lazy init yet, but the implementation was refreshingly straightforward.
#kotlin
A new devlog about my village building game! ๐บ
Learn about how and why I transformed my game's world from a tiny 200m patch to a mighty 100km island! ๐ฅ
#gamedev #indiedev #indiegames #devlog
youtu.be/00f5GLnVtok
I just learnt that Valve used it in Half-Life and called it "Half Lambert"
Probably set to private like I did
Nice, top 80%
I tried similar things before but this one works exceptionally well while being extremely simple yet elegant.
Also thanks for sprinkling in hermite splines, just to conclude that even math says it's a great solution.
It reminds me of Duff's device: en.wikipedia.org/wiki/Duff%27...
So it's basically goto, and maybe shouldn't be used because it's confusing
So... just two more years? Anyways, I'm looking forward to it
New blog post! (yep, at New Year's Eve.) A short detour into a fun one-liner shading model I use for clouds in my game ๐ฅฐ
lisyarus.github.io/blog/posts/a...
I need two different move instructions since I use separate stacks for primitive (.p) and object types (.a) for implementation reasons.
The .i in the MUL instruction stands for 32bit integer multiplication, indeed.
Thanks, I haven't released it yet
Basically role playing with code
I considered doing it this way, but adding a separate function and calling it reliably behind the scene sounds like a major headache. So instead I added special instructions to the VM to communicate a bit mask of used default values to the function.
They are only present before inlining.
Taught my Kotlin scripting runtime to handle default parameters and named arguments. For simplicity, default evaluation lives in the function body and gets removed when inlined at the call site.
#kotlin
These numbers would piss me off, too
Angular lerping done wrong in production