Charles Grassi

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Charles Grassi

Charles Grassi

@charles_grassi

Technical Artist, Graphics Programmer, Developer—whatever you call it, I just love creating cool, random stuff🎨 #GameDev #TechArt #Unity3D

Barcelona, Cataluña, ESP Katılım Kasım 2019
68 Takip Edilen1.5K Takipçiler
Charles Grassi
Charles Grassi@charles_grassi·
Mipmaps aren't just for visual quality: they're a cache optimization. Far surfaces sampling full-res textures = scattered cache lines. Mipmaps = coherent, cache-friendly.
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Charles Grassi
Charles Grassi@charles_grassi·
Your texture sample takes 4 cycles or 400+ cycles. The difference? Where the data lives in GPU memory. A thread on cache hierarchy and shader performance 🧵
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Charles Grassi
Charles Grassi@charles_grassi·
@XorDev God damn !!! Ahah fuck yeah congrats for that
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Charles Grassi
Charles Grassi@charles_grassi·
@XorDev That’s super impressive man! I started following closely your work lately and I adore it, keep it up!
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Xor@XorDev·
195 chars of #GLSL vec2 p=(FC.xy*2.-r)/r.y,l,v=p*(1.-(l+=abs(.7-dot(p,p))))/.2;for(float i;i++<8.;o+=(sin(v.xyyx)+1.)*abs(v.x-v.y)*.2)v+=cos(v.yx*i+vec2(0,i)+t)/i+.7;o=tanh(exp(p.y*vec4(1,-1,-2,0))*exp(-4.*l.x)/o);
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Charles Grassi
Charles Grassi@charles_grassi·
After a long day of hardcore GPU coding—shaders tweaked, performance squeezed—I like to unwind by exporting Nvidia Nsight data to a CSV and letting an AI craft a ‘fancy’ graph of the progress. That’s my kind of Friday thrill... I sincerely hope yours was a tiny bit more exciting. 🥲#GPUCoding #ShaderOptimization
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Charles Grassi
Charles Grassi@charles_grassi·
@iquilezles What about conditions from sampled textures? If every pixel in a warp takes a different branch, ?: causes extreme divergence. Would mix() be better despite always computing both?
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Alan Zucconi
Alan Zucconi@AlanZucconi·
After ONE YEAR, I can finally announce to you all that the GAME AI course I've been working on is FINALLY out! 🥳 From Behaviour Trees to Neural Networks, and everything in between! Covering both theory and practice! 🦾🤖 (link & discount below 🧵👇) youtu.be/qED1YBU0rZo
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Yuble
Yuble@Titou49916210·
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Charles Grassi
Charles Grassi@charles_grassi·
@_kzr algorithmicbotany.org/papers/coloniz… And this is the original paper for the Space Colonization Algorithm ,it's an impressive algorithm in terms of simplicity and how cool the data look with very few variable changes. 100% Use that if you need vegetation that grows according to a geometry
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Charles Grassi
Charles Grassi@charles_grassi·
I'm working on a Burst Compiled parallelized version of the Space Colonization Algorithm, widely used for creating trees and natural shapes. 🌳 I am using a spatial partitioning data structure that @_kzr recently shared, preparing a very special VFX.. Refs below. #unity3d
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Charles Grassi
Charles Grassi@charles_grassi·
@_kzr I strongly suggest everybody interested in last rendering tech to check out @_kzr Github, he is always the best reference to check out last technologies Unity provides. (Thank you) github.com/keijiro/VFXCus…(This is the example that has the data structure for spatial partitioning)
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Alan Zucconi
Alan Zucconi@AlanZucconi·
If you're a game developer or a level designer, I HIGHLY suggest watching some of @HillhouseGrady's content on his Practical Engineering YouTube channel. This video, for instance, explains how rivers move, which is essential to recreate realistic levels. youtube.com/watch?v=UBivwx…
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