Ok, "Boyfriend Dungeon: Date Your Weapons!" looks pretty cool. Backed! https://www.kickstarter.com/projects/kitfoxgames/boyfriend-dungeon-date-your-weapons
I'd like to make leaving Twitter more convenient for anyone inclined to jump, and I've noticed one of the things that keeps me there is it's where a bunch of media outlets post and they don't run accounts here.
So I'm starting up a GamesIndustry.biz account that will toot out stories for people who want to keep up with industry news:
@ludovic Found it somewhere in Spain. There are some on the internets, e.g. https://www.threadless.com/product/3998/freddie_mercury
Random list of demoscene PC demos over 1993-2018: http://aras-p.info/blog/2018/08/03/Random-list-of-Demoscene-Demos/
RenderDoc v1.1 is now out! This release focusses on improved API and OS support, as well as a boatload of bug fixes.
@merlyndmg here are some recent blog posts that talk about it (they talk about "compute shaders", but generally the same, especially branching/register/simd aspect applies to any shaders): https://anteru.net/blog/2018/intro-to-compute-shaders/index.html and https://anteru.net/blog/2018/even-more-compute-shaders/index.html
@merlyndmg any shader code needs some amount of "registers" to store various local variables/values. GPUs have some amount of registers available (hundreds/thousands), and if shader needs less registers, that means more shader "instances" (pixels, vertices, ...) can run at the same time on the GPU. Thus improving performance and capability to deal with high latency operations.
Disney has released full data set of Motunui island from Moana movie: https://www.disneyanimation.com/technology/datasets
Matt Pharr has an excellent blog series on making pbrt better at rendering it. http://pharr.org/matt/blog/2018/07/16/moana-island-pbrt-all.html
Some thoughts on how can one start learning graphics programming https://interplayoflight.wordpress.com/2018/07/08/how-to-start-learn-graphics-programming/