@jakob yeah it's a bit confusing, isn't it. "you get a render pipeline, and you get a render pipeline" (same with physics, etc.)

So! I'm told there's a Unity build with raytracing (DXR) goodies, i.e. HD render pipeline with optional raytracing for various bits. Here on github: github.com/Unity-Technologies/

Well about time: DirectX specification -- DX always had a spec, just "mere mortals" could never read it. Thumbs up, Microsoft! microsoft.github.io/DirectX-Sp

Whoa, looks like I've been in build system team for two years already. Time flies! Here's a blogpost, with some neat tools we've built. aras-p.info/blog/2019/03/08/Tw

You! Know that excellent "graphics programming weekly" that Jendrik Illner does every week (jendrikillner.com/tags/weekly/)? He has a Patreon for it, go throw money at it now! patreon.com/jendrikillner

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Intel's OpenImageDenoise, an open source denoising library (currently CPU based?) is out! openimagedenoise.github.io/

Kinda tempted to try it out on my toy path tracer :)

@booblito she used Krita to draw everything. I assembled it all in Unity, and then GarageBand for music and Audacity for sounds.

I made a small game with my 9yo kid during . If you are a floor-cleaning robot, home means picking up trash to you. youtube.com/watch?v=h6uZx8npe6 aras-p.info/projRuumba.html

Oh look, turns out MSVC *does* have a flag that reports where the C++ compiler frontend spends time - "/d1reportTime". So I wrote about it! aras-p.info/blog/2019/01/21/An

@silverweed hmm weird. For me it compiles in 20-30 minutes from scratch (on Mac&Windows)

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