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Jess Birch

Playing "guess which features nVidia will decimate in bringing their pro GPU design to gaming / consumer prices".
Very happy after a bit over two years with a Pascal card but still ever so slightly salty they dropped FP16 packed maths.

@_discovery Unfortunately not. I'm currently enjoying the slides etc from half-way around the world.

Extremely excited to dive into some new presentations / papers.
Advances: (slides coming)

Jess Birch boosted

Launching the 2018 State of Rust Survey! Please remember, you do not have to be a Rust user to give good feedback! We’d love to hear from all Rust programmers, past, present, and future: source:

In , I'm somewhat surprised by extensive use of as_ptr() [generating UB on mistakes as lifetime info lost] when into_raw() is available [generates small memory leak on mistake as it must be free'd manually]. Much rather leak a string than CWE-416.

I removed the fps limiter from my current Vulkan test program.
*Approaches 4990 fps*
"Hmm, I wonder if the API has a 5k cap."
*GPU realises it should clock up under load*
*Goes up to 5150 fps*
"Clearly the answer is no!" 😀

Jess Birch boosted

Dev machine (nVidia) validation layer says "vkCreateFramebuffer: parameter pCreateInfo->flags must be 0."
However, I'm sure this is a lie (ie it is already set to 0, an assert even checks before handing the pointer over to Vulkan). Wondering if this is my fault or a bug.

Jess Birch boosted

@GregorGullwi As to optimisations, the tool I immediately thought of was Coccinelle's semantic patches (here targeting C, probably pretty far from the state of the art today) which would indicate a direction to go for detecting likely optimisation points.

@jakob @GregorGullwi Was just Googleing "cppcheck linter" myself and quite a lot of stuff comes up (for whatever IDE you want). A few specifically note they're designed just to decorate potential UB.
MISRA/CERT C++ detection should be pretty mature (even if many of the more complete linters are only available as commercial software).

More talk (and researcher moves) around real time ray tracing.

Ready at Dawn planning to move their core tech modules to (importing C legacy code to start then slowly replacing with pure Rust).
Starting to feel like maybe Rust has a bright future in games.

This VSCode plugin is really nice (powered by the central repository of libraries). Sometimes a small UI thing makes everything feel clean (and promotes keeping up to date with dependencies).

@angelmixu For portfolio, Modern C++ is probably the safe choice.
That said, I'm currently working in Rust because I really like the compiler guarantees & think it (or even just the way the borrow checker requires us to think about memory) could be important in the next decade. But that's a risky bet.

Reading Rich Geldreich's tweets over the last few days has definitely offered some insights into how a self-organising tech company might operate (/has operated in the past).

Epic moving to a (backdated) 12% cut for asset store transactions is a great use of their newfound economies of scale. Also good for them to make it clear that this is still profitable for them - not a subsidised move just to capture market share.
Reminds me that have been doing a default 10% + card fees cut for ages. We don't have to give 30% to whoever builds a shop & distributes our files. Time for other stores to react?

Jess Birch boosted

Best practices advice for anyone building an engine with the new rendering APIs.