Randy Gaul

2.6K posts

Randy Gaul

Randy Gaul

@RandyPGaul

Physics @ Roblox | C/C++ gamedev

San Mateo CA Katılım Şubat 2014
545 Takip Edilen1.6K Takipçiler
Randy Gaul
Randy Gaul@RandyPGaul·
@svadrb @maciejhalber I just asked Claude to make the app with fixed function OpenGL. Also gave specifics about the data to render and collect. I was searching for an edge-edge separation function that would be easy to root find over time
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svadrb
svadrb@svadrb·
@RandyPGaul @maciejhalber What kind of process do you use to create something like this with Claude? I haven't had much luck (or skill, I guess) myself.
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Randy Gaul
Randy Gaul@RandyPGaul·
cc really amazes me each time I have make one of these one-off visualization tools
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Randy Gaul
Randy Gaul@RandyPGaul·
@maciejhalber This is just pure asking claude to use fixed-function OpenGL to code something on-the-spot! Nothing fancy at all!
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Maciej Halber
Maciej Halber@maciejhalber·
@RandyPGaul wow, this is awesome! is this your gui framework based on cute libraries or something else?
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Randy Gaul
Randy Gaul@RandyPGaul·
Cylinders🤦
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Randy Gaul
Randy Gaul@RandyPGaul·
Finally, the very heavy big ball sim is working.
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Randy Gaul
Randy Gaul@RandyPGaul·
@fdadwd I was waiting for someone to say that
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Randy Gaul
Randy Gaul@RandyPGaul·
AI assisted coding — if you aren’t using AI for software engineering then you’re being swallowed by a whale. You don’t want to be swallowed by a whale. randygaul.github.io/coding/2026/02…
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NEOAethyr
NEOAethyr@konigssohne·
@RandyPGaul One thing you could~ add is chromatic aberration. It would make the crystal light a little more realistic.
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Randy Gaul
Randy Gaul@RandyPGaul·
@kodingnights I’m just running it in real time for my game, it solves all the lighting within the HRC grid one-shot so it’s suitable for fast paced games too. For larger res games you can do tricks like rotate which quadrant you update, upscale the lighting. HRC is a fast algorithm
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Randy Gaul
Randy Gaul@RandyPGaul·
@kodingnights Typically you’d only render lower resolution and upscale. Vid I posted is doing 480x270 compute at 300fps
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Koding Nights / Solo Indie GameDev
GPU time implication, from the paper: Full HRC, RTX 3080 Laptop): 2048² -> 33.9 ms. - Extrapolated to 4096²: about 136-148 ms per frame. - That is not realtime for a 60 FPS budget if you run full-map HRC every frame. VRAM implication Using paper memory formulas with quadrant memory reuse: - 1024²: ~168-224 MiB - 2048²: ~720-960 MiB - 4096²: ~3.0-4.1 GiB Quite unusable in a game, in other words. My own implementation has a cost of 7 ms per frame at 4096, however it is not full HRC and not as pretty.
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Ray
Ray@raysan5·
NEWS! raylib custom Software Renderer backend [rlsw] has been finally merged! 🚀 For the first time in this 12-years journey, there is a NO-DEPENDENCIES path available for raylib rendering, no platform library (direct Win32 implementation) and no OpenGL required! 🤯
Ray tweet media
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Randy Gaul
Randy Gaul@RandyPGaul·
@raysan5 That’s so cool! It’s truly cross platform then. Is it possible to make a “shader debugger” by stepping through CPU function that’s functionally equivalent to shader functions?
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Randy Gaul
Randy Gaul@RandyPGaul·
✅ Design a 2D renderer from first principles ✅ Break all the rules (in a cute way) ✅ Getting swallowed by whales A Tour of Cute Framework's Renderer randygaul.github.io/cute_framework…
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Randy Gaul retweetledi
NamaTakahashi(生高橋)
NamaTakahashi(生高橋)@namatakahashi·
大好評発売中の爆弾いもむしの探索アクションパズル、「Öoo」が20%セール中です!!! 1日で遊びきれる短編作品でありますが、中身はぎゅっとつまった濃密な体験になっています。 ギフトにもぴったりです! 各種お得なバンドルもありますよ👇
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