Yeshua Hamashiach is Lord Engine Developer at a AAA Studio by day. + Director of He Rose Studios LTD. Streamed on Tues, Thurs, Fri, Sun: https://xitter.cf/t.co/pA6mjsS2uk

Kent, England
Joined April 2014
🎉 Announcement 🎉 A Little Perspective's demo will be part of the Cerebral Puzzle Showcase on Steam, starting May 29! I'll likely drop it a bit earlier (i.e. the weekend before), so I have time to fix any last issues before the event :) Stay tuned!
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Got texture streaming working. Textures are procedurally generated from shader code + input data file as part of the texture builder. (middle & right are made from the same shader, different input data)
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Thrilled to announce that A Little Perspective, a puzzler where perception and reality are one and the same, now has a trailer and a store page! 🟥👁 Wishlists/reposts appreciated, link in the replies :) #indiegames #puzzle
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Henry Rose retweeted
The wait is over… Voxile is LIVE 🎉 After years of development, our FPS-RPG survival game is finally here! Explore, build, and battle your way to the top in destructible voxel worlds. #indiegames #IndieGameDev Play Early Access here ⤵️ (link in reply)
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Made some procedural materials, both using the same shader just modified input parameters
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Henry Rose retweeted
3 weeks ago I posted this. Then I joined the Khronos Group (my employer is a member) and worked to get it added to the language. I can now announce today that #extension GL_EXT_nontemporal_keyword has been added to the GLSL compiler. Just prefix your data with nontemporal. 🙂
I’m really confused why no shader compiler uses or exposes SPIR-V’s Nontemporal memory/image operand flags, yet the Khronos committee and IHVs cared enough to put it in. Why am I apparently the first person working to expose this really useful feature? Not even a keyword in GLSL.
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Henry Rose retweeted
Optimised (I think) HLSL for converting float3 to and from R11G11B10. Input values must be in range, doesn't handle -ve/denorms/nan/inf. Handy for packing positive float3 data into a single uint. Convert to+from is 21 DXC instructions. Handy for packing 3D data into a single int
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Henry Rose retweeted
Posted this in the Vulkan Discord and someone volunteered to rectify it. Already got a commit available. 😇 github.com/umbral-software/g…
I’m really confused why no shader compiler uses or exposes SPIR-V’s Nontemporal memory/image operand flags, yet the Khronos committee and IHVs cared enough to put it in. Why am I apparently the first person working to expose this really useful feature? Not even a keyword in GLSL.
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Henry Rose retweeted
Announcing Voxile! Voxile is our stunning, ray-traced voxel FPS RPG Survival game where you can explore hand-crafted worlds or build your own! 🌎 Play the demo and become a Kickstarter backer today! Links below 👇
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Made a nice little profiler built into my game, it allows me to pause, zoom and pan the graph at the bottom. Commands are at the bottom and scopes span ranges of commands and other scopes on top.
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There are not many resources online around how to make a profiler from using vulkan timestamps. This is what i have come up with.
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Henry Rose retweeted
We received over 500 applications for a couple of Principal Software Engineering positions. Less than a dozen were even remotely qualified for us to consider interviewing. None actually met our standards for Principal and we ended up having to settle by hiring a couple Seniors.
This quoted post is unavailable.
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Installing this new GPU. Should hopefully be the last of my GPU crashes that bring down the whole DE 🤞
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I will be streaming raytracing ellipsoids from scratch using a compute shader and implementing MSAA in software. Come join me in 9 hours time (7:30pm GMT) twitch.tv/hero_dev
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Made an OKLCH colour picker for my game & editor. Should help keeping the same perceptual brightness when adjusting the hue.
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The way you are supposed to properly handle swapchains in vulkan is such a fail. Quote: "If an application resizes the window constantly and at a high rate, we would keep accumulating old swapchains and not free them until it stops." github.com/KhronosGroup/Vulk…
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To expand on my problem more. The proposed solution technically allows the number of swapchains to keep growing if the user resizes their screen really fast. I only wanna use preallocated arrays in my game. Also, the amount of memory from all the swapchain images will be insane
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I could only allow the creation of the new swapchain when the user stops resizing their screen. But this won't look as nice
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Has anyone got any other ideas on how to solve this problem? without the extension
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I have my own idea... 1. capture average_frame_time 2. if current_time - swapchain_last_used_at > max(average_frame_time_ms, 33.33f) * (2 or 3) 3. then you can safely remove the old swapchain
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