sebdegraff.bsky.social
Game dev, working on Terraformers terraformers-game.com
Game jams, homemade game engine dev.
Sometimes streaming on youtube:
đŽ https://www.youtube.com/@seb_degraff/streams
Also on mastodon:
đ http://mastodon.gamedev.place/@seb_degraff
234 posts
231 followers
511 following
Regular Contributor
Active Commenter
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Ou: appliquer une taxe au kilo octet sur les jeux
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The audio is kind of satisfying!
Kind of curious how you model piles in ECS, do the individual item entities still exist and belong to a pile? Or are they represented by pile entities that have a count?
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pixel perfection
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"You code by conversing with LLMs.
I code by conversing with my past self.
We are not the same"
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Or use this labeler which uses the reporting feature for bookmarking: bsky.app/profile/book...
It will give you a timeline with all your bookmarked posts, which I find very handy
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Nice. Any hard earned advice to share?
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Agreed! It reminded me of a blogpost I read a while ago that I thought was really good: theorangeduck.com/page/atoi-tr...
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I see! Sounds like a potentially very useful project
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I went back your timeline and answered my question :)
It's a cell based system where a single shader interprets render commands. Very nice!
bsky.app/profile/mikk...
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Nice stuff!
Not fully on topic, but: is it the same renderer than for the SDF things you posted a while back? How do you handle shaders and batching, is it one shader that branches, or multiple draw calls with different shaders, and perhaps some sort of smart batching?
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That works if the api user â whoever it is â is onboard with functions returning temp results, and have such globally accessible allocator. Otherwise Iâd go with an arena passed as a parameter, similar to this: nullprogram.com/blog/2023/09...
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I donât know if it fits your use case but recently Iâve started using a temp allocator for such results, reset every frame. If you want to hold to the data for longer, you copy it wherever you need. 95% of the time you donât need to, and it makes for a simple api
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Ou: je peux me remĂ©morer la sensation gĂ©nĂ©rale de voir un paysage, mais câest plus dur de visualiser les dĂ©tails du paysage. Je sais pas si il y a un analogue pour le toucher ou lâodorat, mais jâai lâimpression que la quantitĂ© dâinfo est moins grande
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Peut ĂȘtre que cela vient de la complexitĂ© plus grande de ces sens: par exemple il est possible pour certains dâimaginer des images jamais vues, mais je ne sais pas si il est possible dâimaginer des odeurs jamais senties đ€
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Ah oui tient! Et maintenant que tu le dis, ça marche aussi pour les goĂ»ts et odeurs, jâen avais pas forcĂ©ment conscience.
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Ok! Looks really good!
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Interesting! Is it something like scaling up the particles to 1px and reducing their opacity accordingly?
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that comes after release was linked to the button press
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Never quite understood the "abort" argument: any serious editor would provide an undo command, which is a much more powerful way to solve it!
For me the appeal of "act on release" is more a perceptual thing, your brain gets the confirmation the button was pressed and can be sure that the change âŠ
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Clean!
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A necessary evil
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whatâs the smooth camera trick? Rendering at a higher res than the pixel art res?
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1 min 24s in C. I need to improve these typing skills!
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Interesting!
I could imagine this to be actually be useful if you want to call one of two functions with the same arguments.
`(is_error ? log_error : log_warning)("there was a problem with %s in %s, at line %i", a, b, c)`
Would that work?
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Oh, that's only for "read and write at the same time"?
I'd assume that both reading and writing the same texture in one shader is a rare case. Usually you'd be flip-flopping between two textures, or have different textures for input and output, right?
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The copy would be of course an added cost, but it could compose nicely with the sokol api if you plan to add resources copying anyway (since you mentioned GPU -> GPU copying in your last blogpost)