Gamedev, graphics, open source. TTID Block 323

London
Joined May 2010
I just really like polygons.
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I just merged to main, a macOS / Metal port of my rust graphics engine! It has taken me about 2 years lol, started it on the plane to SIGGRAPH 2024 :D I will write blog about it and go into more detail at some point when I can be bothered youtube.com/watch?v=eeIeFDYl…
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I've been working an music discovery app for record diggers. More info on my blog: polymonster.co.uk/blog/diig youtu.be/orp7-q3D72I?si=K4fb… #screenshotsaturday #vinylonly #CrateDigging
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Hello darkness my old friend.
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3-0 Qarabag (reckless)
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0-1 The worst darkness of them all
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Off to SIGGRAPH 2024! It will be my first time attending in person, as a graphics dev for over 15 years it feels long overdue. Give me a shout if you are in Denver ✌🏻
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In a way, if you think about it, those 2 points we took off Arsenal earlier in the season at the emirates could’ve won them the league. Up the spurs
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After a few months hiatus of moving house and starting a new job I finally got my PC setup again and dusted off my #rustlang #d3d12 engine. Just pushed this long dormant commit of dynamic cubemap rendering (still rasterizing). >> github.com/polymonster/hotli… #screenshotsaturday
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Houghton 2023 just finished and and the presale for 2024 went on today. Already locked in for next year and I have attended every single one and will do so for as long as I physically can…. I need that yearly dose of Terminus Sunday 🫶🏻
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Having a record collection is a ball ache when moving house, but they’re all here now and unpacked. First track, stone cold classic.
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for(size_t v = 0; v < 8; ++i)
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Behold! The swirling trash pile! 32k indirect draw call. 32k unique meshes and 10 materials. Bindless lookups and GPU frustum culling (All under 16ms); New blog post covering the details >> polymonster.co.uk/blog/build… #screenshotsaturday #rustlang #gamedev
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Just setting up a quick test for execute indirect / GPU frustum culling. Currently CPU (80ms) GPU (12ms); 32k draw indexed calls, 30 meshes. Let's see how this can be improved.
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And here it is, 30 unique meshes 32k draw indexed (indirect) calls. 16ms CPU, 2ms GPU.. v good! Shame Vulkan doesn't have the same flexibility with indirect as D3D12 and Metal... without extensions. I'll write up a blog about all this stuff in the next week or so.
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Oh wait, the results were so good I forgot I'm not even culling them yet 😂Still some work left to wrap up, but got some good ideas for a final engine architecture. #bindless #gpudriven
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