Nicolas Hillegeer
@alazyleopard
Software Engineer, #neovim contributor.
What is the name of this modern webslop design pattern where every UI element loads asynchronously, slowly, and triggers constant page reflows? Ramp is a major offender, every cell of every table view does this with a loading spinner.
POV: you're refreshing the @googlecloud dashboard waiting for something to update
This was the most game-tech oriented, but also the longest, and one of the funniest discussions on this show. @antovsky has incredible knowledge and skills, and he's willing to lay it all out in an open and honest discussion! We talk about tech for motion tracking, VR, how the…
Nice! I did not know strace supported this and have always used LD_PRELOAD with custom ”unreliable libc” instead
My fav little-known trick is to test various syscalls fail with strace fault injection, like: $ strace -e trace=clone -e fault=clone:error=EAGAIN news.ycombinator.com/item?id=440963…
Latency matters more than fps. Traditionally there's been a direct dependency between fps and latency. Double fps halves latency. People are still used to this. Today this isn't true anymore. Reviewers should include average latency and max latency in their charts.
RTX 4060 is using 2X Frame gen = 110 FPS RTX 5060 is using 4X Frame gen = 216 FPS 216:2 = 108 FPS RTX 4060 = RTX 5060 with no DLSS Simple.
With all the progress vitaGL has seen in the last years, I wanted to give another go at Doom 3. Think I'm gonna spend some more time with it and see where I can get. Don't overhype yourself cause it's unlikely that we reach what can be considered a playable state <.<.
Only add micro texturing if you are macro texturing as well. I see many games that try to add more detail than they can manage and it ends up looking worse
In between crunches, I decided to take a little break and write an NES emulator. There are plenty of resources on this topic on the net, so it turned out to be a relatively enjoyable exercise for weekends. There is also a page on github (github.com/XProger/nes-3d…) (1/2) #nes3DO
The current active project is Half-Life on #PSX. There is enough info about data formats on the net, and there is Xash3D available to look at, so no reverse engineering is required, work in progress now. #halfa
Natalia Tatarchuk is my polar star, The most groundbreaking talks I have seen were from her, and this one is not an exception: That's an amazing talk, a deep discussion about DOD renderer Natalya Tatarchuk - Destiny's Multithreaded Rendering Architecture: gdcvault.com/play/1021926/D…
Wrapped up the Solar System demo for LightweightVK this weekend! 1) Vulkan 1.3 dynamic rendering combined with multiview rendering (you won't find this in other Vulkan samples). 2) Mini scene graph with separate rendering for opaque and transparent objects. 3) Packing of…
It's widely known that sharing a queue across multiple servers, rather than queue-per-server, often helps reduce latency and improve utilization. But when is one queue better? In my new blog post, I look one case where one queue is better than two: different classes of work.
I have moved to dynamic rendering and descriptor indexing in my renderer, and everything feels so open and intuitive. Modern vulkan is really good, except there aren't much resources. Got to know about descriptor indexing from zeux's livestreams
This. Very good game. OK in single player but great fun in multiplayer.
The Unholy War
"How PlayStation Graphics & Visual Artefacts Work" The PS1 had unique ways of generating & displaying 3D objects. This post tries to explain how PlayStation graphics work & explore some important visual artefacts that are unique to Sony's first console. pikuma.com/blog/how-to-ma…
What does the CPU internally do? Check out the animation... The dance goes like - 1. Fetch 2. Decode 3. Execute 4. Memory Access 5. Write Back See it in action here: eseo-tech.github.io/emulsiV/
Xbox 360 recompilation is a thing, leading to this - an absolutely superb PC version of Sonic Unleashed. @dark1x and @Dachsjaeger share notes in today's video: youtu.be/vjgt7PlLtEo
If you're really interested in databases, you should read this paper—it shows you the limits of what's possible.
Great talk about Engine multithreading. It covers a lot, I really liked the "proving the codebase is thread-safe" and the tips on how to write code so resources are safe and debugging access overlaps. Barry Genova - Multithreading the Entire Destiny Engine youtube.com/watch?v=v2Q_zH…