Charlie Callahan

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Charlie Callahan

Charlie Callahan

@ccallac7

Game engine development, C++, lua, PhD Mechanical/Optical engineering, laser sensing

Boulder, CO Katılım Aralık 2024
584 Takip Edilen1.8K Takipçiler
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Charlie Callahan
Charlie Callahan@ccallac7·
By rewriting 4x4 matrix multiplication using SIMD I was able to increase the framerate of my game engine (written in C++) by 10-20% since its used so often
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Charlie Callahan
Charlie Callahan@ccallac7·
@Xaraphim Sick. I was actually planning on testing out some openFOAM sims with fable… openFOAM can do a ton of interesting stuff - used it for combustion simulations in grad school
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Phoenix𝕏
Phoenix𝕏@Xaraphim·
these clankers are getting much better than I thought You can just link your models to OpenFoam lol.
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itsgalo 🗯
itsgalo 🗯@GaloAndStuff·
token leaderboard
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City of Boulder
City of Boulder@bouldercolorado·
If you've walked the path over Boulder Creek near Scott Carpenter Park recently, you may have noticed it looking a little different. We fully reconstructed the bridge earlier this spring — restoring it to safe, sound condition for the thousands who cross it every year.
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Ioannis Koukourakis
Ioannis Koukourakis@JKoukourakis·
Just a 2D tileable noise texture (I used solid noise filter from Gimp but you can generate it in code too). I sample it at each pixel’s surface world position (world_pos.xz * scale), scroll the UVs over time along the global wind direction, and use that to modulate fog density. So that way "clouds" stay world-anchored. You move through them.
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will depue
will depue@willdepue·
kinda funny you can draw a smiley face in your neural net before training and it’ll be there afterwards you can also use photos. i trained a MNIST classifier initialized to my face and you can still see me at the end works across inits, weight decay, LR, optimizers, see below
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Charlie Callahan
Charlie Callahan@ccallac7·
@mcnabbd Ahh interesting. Well it runs insanely fast on my phone. Getting view dependent lighting stored via sph. harmonics would be very cool
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Doug McNabb
Doug McNabb@mcnabbd·
@ccallac7 the goal is to have a "just data" streaming format. no complex exe. no shaders. no textures. stream more like video. buffer on the client.
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Doug McNabb
Doug McNabb@mcnabbd·
latest. "MIP" mapping. ray-traced reflections. but, this is the "source" app. Need to figure out how to statically encode the reflections. spherical harmonics, or gaussians, or ...? it's "just" an html web page. here: github.com/dougmcnabb/pts…
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MegaPunk Games
MegaPunk Games@MegaPunkGames·
@ccallac7 I see and that is because your worlds are procedural, right?
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Charlie Callahan
Charlie Callahan@ccallac7·
Added a ton of improvements to the minimap: Biome based coloring AO+shadowing to terrain Tree sprites
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Charlie Callahan
Charlie Callahan@ccallac7·
@OlexGameDev Hmm interesting. In my case the animation needs to be loaded to run some functions on it, in the example i included, it cant cache the animation index from the name string since it doesnt know what animations exist before its done loading
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Charlie Callahan
Charlie Callahan@ccallac7·
My engine loads animations asynchronously to avoid stutter But lua can set the animation state at any time even before the animation is done loading... To make this work, I keep a stack of std::functions which get called after the assets load, to recreate the expected state
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Charlie Callahan
Charlie Callahan@ccallac7·
@MegaPunkGames The minimap image is created during world generation on the CPU by just stamping trees onto the world and setting colors based on the biome. Then its saved as a png with the save file.
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Charlie Callahan
Charlie Callahan@ccallac7·
@0xSero So cool, people are coming up with such interesting algorithms to get around the VRAM limitation. Very similar to CPU tricks to get around the Von Neumann bottleneck
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0xSero
0xSero@0xSero·
GLM-5.2 Nvidia NVFP4 No pruning, no quantising, exact same model card. 110 tok/s single stream. My friend is a genius, holy fudge. Here's the repo, he got full DS4-Flash on a 5090 + DDR5 github.com/kacper-daftcod… at 38.5 tok/s This is a breakthrough.
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Charlie Callahan
Charlie Callahan@ccallac7·
@mcnabbd Ahh interesting! How does it handle the camera moving? Or the mesh moving etc?
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Charlie Callahan
Charlie Callahan@ccallac7·
My render loop is over 3000 lines of C++ I need to spend some time consolidating...
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Charlie Callahan
Charlie Callahan@ccallac7·
@OlexGameDev My highest level is 3k. All the lower level rendering code is probably around 10k additional
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Olex (Solo gamedev Diablo-like) 🇺🇸🇺🇦
@ccallac7 Hmm, it depends what you mean by a render loop. The highest level is only 200 lines but that just sets up basic wait/draw/present with all the passes hidden under it. The entire renderer is 41k lines of C++.
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