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Day 2 was kid making fonts & textures, while I was trying to figure out how to use this "Unity" thing :)

Day 1 of surprise secret project: mostly storyboarding and references.

Looks like an influx of new people on this Mastodon instance lately! (I guess birdsite keeps on messing up their platform)

Welcome y'all! Do post gamedev stuff of all sorts, do discuss, and be nice to each other. This is all. :toot:

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 account that will toot out stories for people who want to keep up with industry news:

"Number One / Another One" by Fairlight & CNCD from Assembly 2018 just blew my mind. Absolute masterpiece.

RenderDoc v1.1 is now out! This release focusses on improved API and OS support, as well as a boatload of bug fixes.

Disney has released full data set of Motunui island from Moana movie:

Matt Pharr has an excellent blog series on making pbrt better at rendering it.

Me: Why is the rain pink in this area?

N: I just assumed it was a shader error.

Pathtracer part 14: I made it run on iOS, both CPU & GPU parts. Some info on Xcode GPU performance tools, and a tiny bit of NEON code.

(definitely not daily :)) Pathtracer part 13: nice GPU thread group data optimization suggested by @gfxbean, and a quick realization that Metal IR is just LLVM IR.

Ugh, so this Mastodon instance seems to be getting ~30 "fake" new users every day, and some of those end up posting spam. Are they trying to do a DoS attack on me, or what.

Really wish for some less-clicks user suspension / spam clearing tools in Mastodon right now :|

Woke up this morning to ~50 spam moderation reports on this Mastodon. Some influx of spam bots. Thx for reports everyone!

Daily Pathtracer part 12: buffer-oriented approach on the GPU. I produced some accidental garbage renderings, and learned some nsights.

Daily Pathtracer part 11: let's try a "buffer oriented" approach (is that what "wavefront" or "stream" tracing is? I don't know!)

Next up: maybe try the same on a GPU

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Gamedev Mastodon

Game development! Discussions about game development and related fields, and/or by game developers and related professions.