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@emportent

Programmer, Psychologist | life, coding 🦀, random et al.

Katılım Ekim 2014
408 Takip Edilen787 Takipçiler
enes altun
enes altun@emportent·
@CodeRed_dev without budget it's hard to develop a narrative with non rogue like games.
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CodeRed@CodeRed_dev·
"Indie devs are innovators" Also Indie devs :
CodeRed tweet media
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enes altun@emportent·
@Unfrozen_Studio can't wait to try when I finish my work congrats. But I was quite surprised that you didn't compile the game for macs though. What’s the biggest blocker here?
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Unfrozen@Unfrozen_Studio·
Heroes of Might and Magic: Olden Era is now available in Early Access! Set in the fantasy world of Enroth, Heroes of Might and Magic: Olden Era is a brand new entry in the legendary series of turn-based strategies. Lead one of six available factions to victory by building magnificent cities, defeating countless armies, and obtaining powerful artifacts. Explore the unknown realms of Heroes of Might and Magic: Olden Era — now with a 25% early access release discount for the first 2 weeks! Link to the trailer: youtu.be/H-9GmgPIiPM
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enes altun
enes altun@emportent·
@boratmuz dev şirketler çalışanlarını modern times daki gibi üretim bandında maks verimlilikle çalıştırdıklarında mutlu mu olmamız gerekiyor? fazla çalışmasın ve maaşını da alsın işte ne güzel 🙂
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.ege@boratmuz·
Bunların maaşını ödemek için 1 gb internete aylık 4 milyon dolar ödüyosunuz
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亀井りく|「RecGame」広報担当
UE5でメッシュとメッシュの境界線を 自然に馴染ませるツール「MeshBlend」、 これは地味にすごいやつです…👀 岩が地面から生えてるように見える質感、 ずっと眺めていられますね。インディーからAAAタイトルまで 実際に使われているのも納得です。
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enes altun@emportent·
for demonstration on my engine: 500k blades 60fps macbook air m3 16 I was too lazy to do the shading, but the point here is just to show how cheap it actually is with correct pipeline (Compute -> vertex -> frag)
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enes altun@emportent·
cubic bezier procedural grass experiment... math from the "Procedural Grass in Ghost of Tsushima" GDC talk code and instructions: shadertoy.com/view/7fSSRc
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enes altun@emportent·
@_chenglou We worked really hard on this at the workplace (still working though). We achieved over 95% “consistency” finally, but still I'm not very satisfied :-/
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Cheng Lou
Cheng Lou@_chenglou·
Deterministic LLM inference is a hill I’ll die on! I found myself having to explain (to software engineers nonetheless! Maybe we got too used to chat) why it’s important
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enes altun@emportent·
@Foyezes yeah good idea! cheap procedual 3d flames could be tricky though and their movements ofc :-)
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Foyezes@Foyezes·
@emportent grass shaders are always so fun when you figure them out. the methods also apply to fire as well, which is great since I'm trying to create a convincing fire effect right now
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enes altun@emportent·
@XorDev Whaaaatt???? I can’t believe it! 🥺🥺🥺 RIP
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enes altun@emportent·
@SoundSafari_io by ysing a tiny hash rng in the shader 🙂each iteration spits out a rand value that I remap into the visible wavelength range...
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SoundSafari@SoundSafari_io·
@emportent That’s so cool & the result is phenomenal, how are you sampling wavelengths?
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enes altun@emportent·
Another Spectral galaxy (colors are “pyhsicalish” spectral approach (390-630mm cie xyz->RGB (for perceptual colors))
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enes altun@emportent·
@FFmpeg one of the reasons why getting rusty ;-)
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FFmpeg@FFmpeg·
This is the reason FFmpeg is not written in a Garbage Collected language. We can't just stall for a few milliseconds. Also unlike gaming which can just lag and reduce FPS, video (de)compression must maintain real-time to have smooth video. 1ms is a lot but it isn't at the same time.
Sebastian Aaltonen@SebAaltonen

Same is true for time. 1ms is a lot in real-time software. 120Hz displays (new phones) = 8.33ms budget. 1ms = 12% of your whole budget. I remember an old article saying that garbage collection is a solved problem, because it just takes couple of milliseconds...

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enes altun@emportent·
@SoundSafari_io i sample a wavelength (~390–630nm), map it to CIE XYZ (approx. human perception), then convert to rgb. So colors come from a pseudo spectral process rather than arbitrary rgb picks 🙂 so each splat on this shader gets its own wavelength based color
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SoundSafari@SoundSafari_io·
@emportent Can you explain the color approach you're speaking about? I'd love to know more this is gorgeous!
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enes altun@emportent·
@JFPuget "Is there a need for a paper to state this?" yea normally it shouldn't be necessary. but I think it’s important to point this out nowadays. I started to see a lot of pieces about consciousness/llms based on ambiguous implicit assumptions.
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enes altun@emportent·
path tracing for fun: tame impala currents
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Modern path-tracing comparison shots are dishonest. Devs didn't bother to implement standard local light shadow maps. I don't see SSAO either. Of course it looks like shit if you are removing all the basic stuff that even PS3 games had.
BenchmarKing@BMKing23

Ray Tracing vs Path Tracing in #PRAGMATA . Path Tracing looks stunning, no doubt, but do we really need it for basic effects like casting a shadow or adding shading beneath the car? Or to properly shade characters’ faces? I think the answer is a clear NO.

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