Ves Georgiev

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Ves Georgiev

Ves Georgiev

@VesCodes

makin’ games n stuff // prev: core tech lead @BULKHEAD

Nottingham, UK Katılım Şubat 2012
741 Takip Edilen1.4K Takipçiler
Ves Georgiev
Ves Georgiev@VesCodes·
@_Jambax my new favourite is the “update on close” experience(tm) from vs2026. loved having to recompile unreal like 3 times!
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James Baxter
James Baxter@_Jambax·
This is what it's like working with Visual Studio. You wake up one morning, it chooses violence. Just gonna deprecate a plugin for no reason and not provide an update..? Big Thonk.
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Ves Georgiev
Ves Georgiev@VesCodes·
@SebAaltonen yeah, that’s why i was curious how your webgpu implementation emulates support for that kind of api - would you be able to share?
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
@VesCodes You don't. Our API has persistent mapping only on Metal and Vulkan native builds. WebGPU uses a different internal code path. This is one of the WebGPU limitations.
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Our new code base uses my Hyper RHI directly in user land code. It's pretty clean. Struct/span based APIs with good defaults. No heap allocs (initializer lists live in stack for the function call duration). This is how the G-buffer pass looks currently:
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
gpu_temp_allocator (and dynamicBindings.allocate) bump allocate persistently mapped GPU memory. CPU pointer directly to GPU VRAM (PCIE-Rebar or UMA). Uniform are directly written to VRAM. No copies at all. Draw stream has only bind group handles and PSO handles (32-bit).
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Eddie
Eddie@EddieMakesGames·
@VesCodes It was great! First time seeing them :D
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Eddie
Eddie@EddieMakesGames·
Absurd queue to enter the venue, almost a mile long.
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Lossy
Lossy@L0SSY·
@HowardPhilpott Special shoutout to a certain creative director for crashing not one but TWO transport choppers right at the end 😂 Definitely helped Valkyra take the win. Class session today, GG’s! 🙌
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Howard Philpott
Howard Philpott@HowardPhilpott·
Insane studio playtest. Valkyra last minute comeback vs Lonestar with chaos in the hotzone 🔥 Attempted to put on a show with some trickshots for Joe's stream but failed miserably 😆 Still a way to go before closed playtests and EA but WARDOGS really coming together now
Joe Brammer@Brammflakes

I have spent the last 8 hours in hospital with a poorly toddler! However, in the bed next to us was a kid who loves FPS games! I had to watch today’s 100 player dev tests for work, so he watched with me and asked a lot of questions 😂. First ever @WARDOGS live stream

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Ves Georgiev
Ves Georgiev@VesCodes·
@Reg__ probably will see some auxiliary adoption to an extent. there’s been some work in the last couple years leaning into constexpr to reduce template overhead, introducing concepts for some core functionality, etc. so it’s not outlandish but i’d expect some caution
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Ves Georgiev
Ves Georgiev@VesCodes·
@Reg__ terrifying to hear stuff like “we don’t know what we can do with it yet” (~36min). like it’s so bizarre that all this stuff is being designed in a purely theoretical bubble? arguably i skipped thru most of the video since it’s so drawn out…
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Adam Sawicki
Adam Sawicki@Reg__·
youtube.com/watch?v=7z9NNr… "Reflection: C++’s Decade-Defining Rocket Engine" - a very interesting talk. With all my skepticism about C++ I got excited. Herb Sutter is so passionate about it! Do you think it can replace the custom C++ preprocessing (UHT) in Unreal Engine?
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Ves Georgiev
Ves Georgiev@VesCodes·
@GhislainGir i did a dirty PoC aaages ago that stored snapshots of various state on interval and the rewind played back a video while rolling back to snapshot
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Ghislain Girardot
Ghislain Girardot@GhislainGir·
random thought of the day: Prince of Persia's SoT time rewind thingy in UE. How. Character animation specifically. 3, 2, 1, go🙃
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Ves Georgiev
Ves Georgiev@VesCodes·
@ocornut there’s a lot lacking with webgpu, especially feature parity wise with modern gfx apis, but i find the people working on it are very receptive of feedback and seem to genuinely care. case in point, they saw this tweet github.com/webgpu-native/…
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Omar 🍋
Omar 🍋@ocornut·
Nothing screams more friendly and future-proof than webgpu.h having no define for a version number, nor any comments of that sort, and being unable to distinguish if it is a WGPU or Dawn header and implementation.
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Ves Georgiev
Ves Georgiev@VesCodes·
@Jonathan_Blow the next update prompt will require you to pump more co2 into the atmosphere to dismiss it
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Jonathan Blow
Jonathan Blow@Jonathan_Blow·
You know what would be very, obviously, much more “carbon aware”? Letting me turn off updates.
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Ves Georgiev
Ves Georgiev@VesCodes·
@FFmpeg @SebAaltonen you could be a bit less antagonistic, but i guess that doesn’t pull as many impressions right
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FFmpeg
FFmpeg@FFmpeg·
@SebAaltonen We have no mandatory dependencies apart from a C compiler and (optionally) an assembler. Please let us know how we can be more "minimalistic"
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FFmpeg
FFmpeg@FFmpeg·
Quick to complain, but not quick to contribute. git log --author="Aaltonen" [blank]
Sebastian Aaltonen@SebAaltonen

@AgileJebrim @mike64_t Yeah. Video codecs are such a massive code bloat. Integrating these encoder/decoder libs in your project is a lot of work, and their compile times are massive. Their core compression loops are properly vectorized, but the rest of the ecosystem is not optimal at all.

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Alex 🦅
Alex 🦅@OutoftheboxP·
All the talks and chats at Unreal Fest compelled me to give UBA a try. And it was great! Allowing developers to distribute compile jobs to Horde Agent feels like a step forward, but I wanted something more demand-based. After sinking more time than I am willing to admit into this, I finally got something! A CLI (currently in the process of converting to an Unreal plugin) can monitor the UBT output to find out the number of compile jobs you need and then calculate how many EC2 instances it should spawn to connect to your local UBA server. No more requirement to have agents already running or to run Horde, just extra compute power when you need it.
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Casey Muratori
Casey Muratori@cmuratori·
@Jonathan_Blow @T0bi__0 @rfleury @Kknewkles @WeatherCogno Actually, now that I think of it, it would also be possible to have an "interpreter API" for raddbg that would allow you to just put "yields" into your interpreter that say "hey raddbg I am at this source line right now" and it returns "pause" if it wants you to, etc...
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Jonathan Blow
Jonathan Blow@Jonathan_Blow·
Me these days, every time I try to use Visual Studio to debug.
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Ves Georgiev
Ves Georgiev@VesCodes·
@AionDev @ocornut figured as much, thanks for clarifying! i see you have a branch for this - is there anything outstanding i could look into to help the update along?
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Sammy Fatnassi
Sammy Fatnassi@AionDev·
@VesCodes @ocornut It will be invisible, with no special changes needed by Lib users, which is how I've designed the API as much as possible. It parse the texture update list and forwards it to server.
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Omar 🍋
Omar 🍋@ocornut·
dear imgui 1.92 released! github.com/ocornut/imgui/… New protocol for backends to create/update textures, with support for 13 renderers. Dynamic font scaling. Dozens of font/atlas related changes. Dozens of other changes. Expect some turbulence. (misc video from January...)
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Ves Georgiev
Ves Georgiev@VesCodes·
@ocornut @nafonsopt i’m really looking forward to that! would be a big benefit for my UE backend - actually have considered merging it with the docking branch myself but put it off as it might become painful for users that modify the plugin
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Omar 🍋
Omar 🍋@ocornut·
@nafonsopt I think it could be part of upcoming few releases. Please post in thread that you are using it, quite helpful to know people are using it. It’s up to date and rebased regularly (just did it earlier) and running test suite on it
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