Lu TheCoder

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Lu TheCoder

Lu TheCoder

@LuThecoder

I'm into Computer Graphics Programming! I build my own tech solutions... in C of course!

Katılım Ocak 2022
433 Takip Edilen39 Takipçiler
Legend
Legend@boredlegend7·
Been spending some time experimenting with different real-time cloud rendering techniques in Three.js ☁️ I wanted to compare a few different approaches side by side to see how they feel in motion and what tradeoffs they make between realism, performance, and overall atmosphere. In this clip you'll see: • Layered 2.5D weather sheets • Flow mapped clouds • Ray-marched volumetric clouds • Procedural cirrus wisps Since I'm building multiple games that target different platforms, I don't think there's a single "best" solution. Right now I'm leaning toward the flow mapped approach overall, but there's something about the procedural cirrus that I think could look really nice layered on top of another system or in a stylized manner. Still experimenting, but I'm curious what everyone else thinks. Which version looks the most convincing, or the most interesting, to you? Feel free to check out my portfolio in the Labs section to experiment more too! Going forward I'll be posting more content like this as well 🧙‍♂️ #ThreeJS #GameDev #WebGL #IndieDev
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passivestar
passivestar@passivestar_·
depth buffer particle emission in godot
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Chris 🧱
Chris 🧱@chriszeuch·
The inspiration and my PoC Vibing with Claude and got my very first super basic iOS game up and running in minutes Let’s see what I can build before I hit my usage limit
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Robin Ebers • Build Apps With AI
why is nobody building a really capable multi-IDE? Zed is the closest, but it's... not that great ACP exists why does Cursor/Windsurf not do this? 🫠
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Antfroze
Antfroze@Antfroze·
SQL Studio now lets you access views directly through the table view 👀 Learn more or join the waitlist at sql.studio
Antfroze tweet media
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SeongWoo 🇰🇷
SeongWoo 🇰🇷@raylee9919·
@LuThecoder Thanks! Using the point sets for obstacle and an enclosing super-triangle, you compute a Constrained Delaunay Triangulation. That's the hardest part. I rolled my own but there are libraries out there. jdxdev.com/blog/2021/07/0… If you are interested, this is a good starting point!
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SeongWoo 🇰🇷
SeongWoo 🇰🇷@raylee9919·
Starcraft is what got me into game dev. Building pathfinding like it just hits different.
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Lu TheCoder
Lu TheCoder@LuThecoder·
@Antfroze What are u using for the UI? Is this native or custom rendered using Metal?
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Antfroze
Antfroze@Antfroze·
I made selections rounded a while ago to match the most popular code editors. It’s a small change, but it looks great 🤩 For more information and a waitlist visit: sql.studio
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Lu TheCoder
Lu TheCoder@LuThecoder·
@virgil_pana What are u using to animate those illustrations? e.g those notification bubbles moving in and out ?
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Ryan Fleury
Ryan Fleury@rfleury·
After some excellent work by @Nickzzz3, we have a first pass of DWARF -> RAD debug info conversion up and running on Windows! A big step towards native Linux debugging.
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Olex (Solo gamedev Diablo-like)
@LuThecoder Then you build an array of these values that are being constantly updated. Sort it and show in ImGui as your needs require and skill allows. Before I was using pretty ImGui progress bars, I had a simple table with numbers.
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Olex (Solo gamedev Diablo-like)
I've been dreaming of this C++ profiler for my game for over a year. It's now here. It shows me the slowest code logic that runs over my game components in real time. Each one is a lambda that I can find at the file name and line number. An hour after I made this, I already optimized my game significantly by actually seeing what was slow and then optimizing it. For example, I optimized a C++ lambda from 750us down to 50us (cost per frame). This level of introspection into my game is god-like vision. Not seeing any perf impact of having this on either, so it's on by default.
Olex (Solo gamedev Diablo-like) tweet media
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Lu TheCoder
Lu TheCoder@LuThecoder·
@OlexGameDev Any resources for someone looking to build their own as well? Would love to learn how u build the profiler
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Olex (Solo gamedev Diablo-like)
This eye of Sauron glanced at the CPU cost of writing GPU commands and let me cut it down by half: 1.5ms -> 0.7ms.
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Lu TheCoder
Lu TheCoder@LuThecoder·
@LuxLyu Thank you very much will check it out!
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luxko
luxko@LuxLyu·
@LuThecoder A Scalable and Production Ready Sky and Atmosphere Rendering Technique, for the most part. But I've only implemented <20% of what's been covered there, I think. A lot of the effort went into getting auto exposure working instead.
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luxko
luxko@LuxLyu·
The ground is buggy, the banding looks distracting, the sun doesn't look right... but still, I'm very happy that I got a single-scattering, dynamic sky working in my new renderer. #GraphicsProgramming #realtimerendering
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Lu TheCoder
Lu TheCoder@LuThecoder·
@LuxLyu Cool I might try that out too some time!! Custom engine?
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luxko
luxko@LuxLyu·
Learning radiance cascades.
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Lu TheCoder
Lu TheCoder@LuThecoder·
Building UI components was easier than I thought it would be😭.. next up is adding interactivity and a layout system 🔥
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Gabriel Dechichi
Gabriel Dechichi@gdechichi·
I've been thinking hard on the past few days on how to make my animation system *actually fast*. Like 50k+ characters at 60 fps fast. Since the biggest bottleneck rn is in sending data from the CPU to the GPU, the obvious solution is move all the computation to the GPU /1
Gabriel Dechichi tweet media
Gabriel Dechichi@gdechichi

a lot of people didn’t seem to believe that my C engine is 14x faster than @unity on the web. so I made the demo available online, link in the 🧵 the Unity project is on github, I’m still on the fence whether I’ll post the C code or not, maybe under CC non-commercial?

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