Geolm
@geolm.bsky.social
39 followers 140 following 15 posts
Team lead in the video game industry, in my spare time : saxophonist/composer, chess patzer, pixelart lover. All expressed opinions are my own.
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geolm.bsky.social
yes, good catch! I've updated the readme with a new section for integration. Hope it clarifies the interface a bit. Don't hesitate to poke me if you have any questions.
geolm.bsky.social
wow nice! that was fast :) It looks like I need to clarify the font alignment on the y-axis, it's probably a bug on my side. I'll have a look at the problem this evening. Thank you for the feedback
geolm.bsky.social
yes, you can provide a function that does nothing for the cliprect, it's optional.
geolm.bsky.social
you just need to plug the renderer callbacks and update the mouse input :) I will write a doc on callbacks soon to help integration.
geolm.bsky.social
Just released a side-quest project: leanUI — a super-lightweight, dependency-free immediate-mode UI library in C99. Animated widgets and sleak design github.com/Geolm/leanUI
#C99 #gamedev #opensource #UI #leanUI
geolm.bsky.social
still most AAA engine use a gbuffer...
geolm.bsky.social
thanks for sharing, it's a bit scary TBH and I'm definitely guilty of checking my emails before the day "starts"
geolm.bsky.social
I do agree, it's too late, people already moved to webGPU or SDL3 or any simpler API available (that's easy to find). I hope universities move to another API as well because Vulkan can discourage a lot of people from learning 3d programming.
geolm.bsky.social
Few months ago I've started a hobby project : a 2d sdf editor. I wanted to sculpt a sdf without writting shader code. It's still the very beginning but you can have a look at the github page github.com/Geolm/Toodee... I'll try to post videos and screenshots in the future
GitHub - Geolm/ToodeeSculpt: a 2D sdf combiner editor
a 2D sdf combiner editor. Contribute to Geolm/ToodeeSculpt development by creating an account on GitHub.
github.com
geolm.bsky.social
indirect draw are supported in webGPU, just sayin' ;) joke aside, I do understand the amount of work to support this feature, it's not even standardized (metal indirect draw call are not alike d3d ones). Thank you for you dedication at improving sokol_graphics :)
geolm.bsky.social
great news! can't wait to switch my metal-only app to sokol once compute shader are supported :) any plan for indirect draw/compute though?
geolm.bsky.social
Definitely an issue in France, one of the reason I moved to Canada. I was tired of being less paid than some of my-coworkers while doing the same job because of a diploma. I would advice you to go back to university if you stay in France.
geolm.bsky.social
he already wrote a nice mpeg1 player one-header library. (I understand the video quality of mpeg1 is not great compared to newer format).
geolm.bsky.social
the funny part is : we traverse/update BVH and end up denoising the results as we can't use as many rays as we want.