Zino
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zino2201.bsky.social
Zino
@zino2201.bsky.social
1.1K followers 590 following 64 posts
21 | Engine Programmer @ Asobo Studio I write a lot of C++ and Rust
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Ah that's something I didn't think of! This will be the next optimization I'll try on my renderer, now that I've saved a lot of memory I can afford some padding.
Are there engines or apps out there that uses vulkan as their sole gfx API /RHI and provide homemade vk implementations for other backends/platforms (with homemade extensions too) ?
So it seems like a miracle happend in Win11 24H2. UpdateTileMappings() doesn't seems as unpredictable and slow on NVidia. I only did simple tests though, with buffers and not giga textures.
Reposted by Zino
Graphics Programming weekly - Issue 381 - March 2nd, 2025 www.jendrikillner.com/post/graphic...
helps a lot to generalize systems. Combining with ECS, I think it is a very powerful mindset for games that are heavily data-driven/have A LOT of data and interactions.
ajmmertens.medium.com/why-it-is-ti...

This resonate with me a lot, recently I am prototyping on a game that involves a lot of data-driven logic and relationships between entities, factions, resources etc... Seeing this world has a database, a flat array of entities with relationships to each other
Why it is time to start thinking of games as databases
How do we build games that can be understood by intelligent agents? An in-depth overview of the tech that could one day make this a…
ajmmertens.medium.com
TIL MSVC only apply NRVO when using using /O2, /std:c++20 or later, /permissive- or /Zc:nrvo. We were wondering why a copy constructor was called when returning from a function and the return value was not constructed as part of the return statement.
devblogs.microsoft.com/cppblog/impr...
Improving Copy and Move Elision - C++ Team Blog
With Visual Studio 2022 version 17.4 Preview 3, we’ve significantly increased the number of situations where we do copy or move elision and given users more control over whether these transformations ...
devblogs.microsoft.com
21 yo... why is time accelerating ?
Reposted by Zino
Let's wrap up this lovely week with a nice technical post

This is the "case study" from my Masterclass at GPC, where I apply a series of optimizations to improve the effective bandwidth of a 3x3x3 blur (a proxy for a huge set of operations on volumetric data)

Check ALT text for (a lot of) context.
Some of you may remember Itanium.
Graphics programming changed my PoV about CPU architectures. I want to see a more ILP/SIMD approach to software. I saw some architectures having what's called SPM (scratchpad memory) which is similar to groupshared memory. Wonder what computing would look like if we went full VLIW early.
The actor model is very elegant and message-passing in general always worked great for me to exchange data between threads. I would love to generalize my engine towards more actors, but I'm still skeptical about the overhead VS classical fibers/job graph with fine-grained locking (what I have).
oops avatar: frontiers of pandora* I mixed two different things haha
as rendering 30 low triangles electrical boxes. rasterizing & shading a big open forest is not comparable to rendering a city. and that's only the technical side of the problem. I hate these unfair comparaisons. it reminds me of UE Blueprints vs C++ perf videos doing 1 billion iterations. why??
yea so I watched again some videos of threat interactive, I agree on some of his points, but no, nanite is not a perf disaster. no serious game developer will use something without evalutating its tradeoffs with its content. rendering avatar: the last frontier is not the same
Reposted by Zino
First look at Wakanda in 'Marvel 1943: The Rise of Hydra'

It will be a playable location

"We wanted to tell a globe-trotting story ... There are yet-to-be-revealed locations in between"

(via EW)
(2/2)

- Offset the AABB depth using the gradients and test, with a fallback to a conservative test for steeps gradients.

Could it work 🤔
(1/2)

Anyone experimented or have resources about depth gradient based occlusion culling ? I wonder how it could looks in a meshlet renderer.

This is how I see it:
- Store (or compute ?) in your hierarchical depth buffer the gradients
Reposted by Zino
Repost if BlueSky is now your primary social media site.
Reposted by Zino
I’m doing so much photomode in games and I don’t have my virtual gallery website anymore, so here is a thread.
I will try to dump a game a day.
Today Plague Tale: Requiem.
The unsafe part is usable and I think can cover a big part of the library. But making it safe is quite hard since OpenUSD use a lot of mutability and shared pointers, in Rust you need somehow to attach a Mutex or RefCell to OpenUSD's smart pointers, or add an indirection. IMO too ugly.
Follow up on that, I started writing the safe part of the bindings and I hit several issues due to the differences between C++ and Rust, specially around mutability. So yesterday I started writing a USDA parser... let's see where this goes
yay I've been able to bind a small part of the OpenUSD api to Rust, only unsafe bindings for now