Michael 🐉
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dragonitespam.bsky.social
Michael 🐉
@dragonitespam.bsky.social
I do computer science and Let's Plays and make games and stuff

Also I've spent far too much of my life making stuff on youtube:
https://www.youtube.com/@DragoniteSpam

he/him
#LGM
optimized some other #GameMaker things too. sprite atlas improved in both compute time and spatial efficiency

video on this coming next week, assuming i have time to actually finish something on time for once
November 16, 2025 at 4:42 AM
and now for my final trick, i have added some performance visualizations to the demo
November 15, 2025 at 3:29 AM
aabb/plane and sphere/plane, not that these were very expensive to begin with, or used very often
November 14, 2025 at 4:17 PM
continuing from yesterday: found some more interesting gains to be realized in OBB/OBB, OBB/AABB, OBB/triangle, and AABB/triangle

today we sacrificed whatever readability was left for the sake of speeding up SAT checks

i'll probably update the official page over the weekend
November 14, 2025 at 3:56 PM
more trimesh optimizations: pruning off empty branches of the tree early mean you dont have to check a bunch of empty ones later

i'm surprised i didnt do this the first time around honestly
November 14, 2025 at 6:23 AM
more #gamemaker optimization shenanigans, unrelated to 2024.14: noticed some values in 3D collisions aabb/obb can be pre-calculated, speeding up the whole thing by up to ~40%

this also means obb/trimesh checks are faster, since traversing the bvh is more expensive than the actual triangle checks
November 14, 2025 at 6:00 AM
d3d gets a nice speed boost (maybe 10%-20% on average, depending on the shape) from using the 2024.14 matrix output arrays, as d3d leans pretty heavily on matrix transforms to avoid rebuilding geometry
November 11, 2025 at 11:31 PM
benchmarked before/after in all four of my 3D lighting projects. this speed-up is ONLY for optimizing how lights are sent to the shader using the .14 feature additions, in what I assume are average lighting conditions. your mileage may vary depending on how many and where the lights are positioned
November 11, 2025 at 9:21 PM
it's also even better in forward rendering, where the cost of individual lights is higher (though if you have that many lights you should probably be using deferred or some other hybrid approach anyway):
November 11, 2025 at 8:41 PM
more fun uses for #GameMaker 's new sphere culling function: used with Ridiculous Numbers of Point Lights in a deferred renderer, you can get a nice speed boost from cutting out lights that aren't on screen

~10M triangles, 3000 lights, 1080p, Arc B570: 52 fps without (left), 65 fps with (right)
November 11, 2025 at 8:13 PM
just imagine how many of these you could do concurrently now
November 10, 2025 at 2:41 AM
ive had access to gms2 for 9 years and literally today used the Favorites feature for the first time
November 10, 2025 at 1:42 AM
i just hit 26 subscribers
November 8, 2025 at 6:32 AM
shitposting russell is my favorite version of russell
October 29, 2025 at 5:32 PM
excuse me?
October 29, 2025 at 3:24 PM
i love yoyogames sometimes
October 28, 2025 at 10:16 PM
james clerk maxwell moment?
October 28, 2025 at 4:08 PM
black and blue, which I'm sure isn't a metaphor for being battered and bruised by the algorithm or anything
October 28, 2025 at 12:24 PM
can someone explain like I'm 5 what is the point of signing in to use windows sticky notes @microsoft.com
October 24, 2025 at 6:18 PM
okay cool youtube but what if i like... didn't
October 23, 2025 at 4:48 PM
in other words, it's time to start compulsively checking the progress bar on your site again...
October 20, 2025 at 2:55 PM
this is actually honestly less bad than I thought it was going to be...
October 9, 2025 at 1:36 AM
silly gamemaker thought it could sneak one by me: a function for fast 3D sphere culling was quietly added in beta a few weeks ago, which is by far faster than equivalent solutions implemented manually
October 7, 2025 at 12:35 AM
diary of a wimpy kid predicting the future (unfortunately):
September 30, 2025 at 3:19 PM
it's going to be yet another one of these weeks isn't it
September 30, 2025 at 2:56 PM