Ysidro Hartzell

99 posts

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Ysidro Hartzell

Ysidro Hartzell

@Scoat_

Game developer 🇺🇸 https://t.co/LUqoO3YnJL Porting my 3D modeler to web slowly... https://t.co/sjncrmeJrh

California, USA Katılım Mayıs 2014
69 Takip Edilen149 Takipçiler
Ysidro Hartzell
Ysidro Hartzell@Scoat_·
@opdroid1234 I recommend memoryless mode for color/depth target textures. iirc I got my metal app below 150 mb that way.
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opdroid1234
opdroid1234@opdroid1234·
A minimalistic hello triangle sdl3 + metal app on OSX takes about 218 Megs :( [Gist here: gist.github.com/deepankarsharm…] Ive been working on paring away the memory consumption of my terminal on osx and had been hoping I could drop it to 50-60 megs.
opdroid1234 tweet media
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
If you're a graphics programmer and haven't looked into reverse-Z depth buffers yet, I highly recommend implementing them in your engine. Massively improved depth precision at effectively zero cost: developer.nvidia.com/content/depth-…
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
Decided to try adding baked shadows via raymarching for now. The shadows make it look a lot better! They're pretty blocky right now, so going to try improving it.
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
I ported the terrain generation to a compute shader, and now its fast enough that I don't need to bicubic interpolate anymore. Next, shadows! Deciding if I want to raymarch inside the generation step, or use shadow mapping.
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
@SheriefFYI In essence, yes - insofar as the geometry near the camera is a clipped window of a larger map. I'm kind of using my own immediate-mode style, where I just render tiles around the player (8x8 per level). And a cache will get-or-create the tiles (32x32 height values per tile).
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
@brain_nullptr I'm not fully educated on clipmaps. But I'm basically caching 8x8 tiles per level, then sinking the y position of the vertex in the shader based on distance to player, which produces a circular shape. When the player moves, only the front 8 tiles of a level are recalculated.
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
Infinite terrain. The noise function is expensive (credit to RuneVision), so I only take a few samples at lower LODs, then bicubic interpolate between them. Still need to iron out a few kinks, but it looks cool so far! #gamedev #indiedev
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
@SebAaltonen And for physics, working with points is much easier than triangles. It would be interesting if we get to a phase in the industry where every point on a character/asset is physically simulated. But current hardware could only handle a mildly complex scene.
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
@SebAaltonen I had that exact thought recently. I'm interested to hear how your experimenting goes. Point LODs seem very appealing, since triangles can take up an arbitrary amount of volume, but points are either fixed size, or their radius is one dimensional so the math is easier.
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
I remembered that I HATE triangle LODs, so I started toying up with point splatting ideas. The original Gaussian Splatting paper used super bloated 248B splats. Best modern versions seem to be 16B-48B per splat. Still seems quite big as splats are often 1 pixel in screen...
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
@SebAaltonen I started working on a point sculpting editor for a day. I might continue if point rendering gets more popular and point/splat assets are needed.
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
@antovsky Very excited that you two are making something together! Both of your pod episodes were my favorite 👍
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anton mikhailov
anton mikhailov@antovsky·
Come check out what we've been cookin' :)
Ben Visness@its_bvisness

On June 6 we are hosting the first-ever Handmade Network Expo in Vancouver, BC, an in-person event celebrating software made from scratch. Among the lineup: a new game from @antovsky & @nicbarkeragain, a time travel debugger for macOS by @leddoo_dev, a custom metaprogramming language and IDE from @frogtoss, a custom game engine by @gdechichi, and more. More info and tickets below :)

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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
@miketuritzin Wow this is very cool! I'm excited to see more. I'm curious about one thing, hopefully its not a dumb question: is the ordered list of SDF edits evaluated at every brick, and if so, is there a limit? Does performance decrease linearly with the number of edits at a brick?
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Mike Turitzin
Mike Turitzin@miketuritzin·
I just released my video about the engine (and game) I've been working on. The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible. Link in the reply! This is my first YouTube video and it took forever - please repost!
Mike Turitzin tweet media
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
Implemented an edge loop tool. It's been pretty satisfying adding tools while trying to add as little code as possible. #indiedev #3dmodeling
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
Working on my 3D modeler – added Extrude tool. - Interactive (re-simulates every frame) - Works in face, edge, and vertex modes #gamedev #indiedev
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
@zimmed_io Thanks! I definitly plan to release it, though it may take some time due to being busy with my day job.
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zimmed
zimmed@zimmed_io·
@Scoat_ Looks great. Is this something you plan to release, or just for you own use?
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
Working on my 3D modeler—just added a move tool. Also: -Undo states are fully compressed (diff + aligned RLE) -Infinite undo -Undo history persists to disk (surprised more tools don’t do this) #indiedev #gamedev
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
@nicbarkeragain Hmm have you considered just generating two frames every frame? Might be overkill, but it’s potentially a simple fix that retains the responsiveness.
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Nic Barker
Nic Barker@nicbarkeragain·
A classic example: - Click a button to open a dropdown - Open dropdown should close if you click outside - Wait 1 frame after the button click to display dropdown: it works perfectly - Open dropdown same frame: it will dismiss itself instantly (click is still active & "outside")
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Nic Barker
Nic Barker@nicbarkeragain·
It's amazing how many problems in programming can be "fixed" by just waiting a short time before doing an action instead of doing it synchronously. It's one of the worst band-aid fixes you can possibly use, but damn if it isn't tempting sometimes 😅
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Ysidro Hartzell
Ysidro Hartzell@Scoat_·
Working on my 3D Modeler. Added Undo! - Supports infinite undos. - Tool and Model history are separate (seen in video). - Next task: compressing the undo data. #gamedev #indiedev
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