Philippe Rollin

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Philippe Rollin

Philippe Rollin

@prollin

Full stack procrastinator and competitive ranting enthusiast making a flight simulator... on mobile... in C#... because reasons!

Earth Katılım Temmuz 2008
527 Takip Edilen1.3K Takipçiler
Philippe Rollin retweetledi
Ignacio Castaño
Ignacio Castaño@castano·
Loading images is one of the most fundamental things a browser does. It turns out that doing it efficiently from JavaScript is an open problem. There are multiple APIs available and the right choice depends on the browser you are targeting. ludicon.com/castano/blog/2…
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Ignacio Castaño
Ignacio Castaño@castano·
I spent some time reverse-engineering Apple's Lossy texture format. It wasn't as simple as I originally thought, and some of the details surprised me. Check it out! ludicon.com/castano/blog/2…
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Ignacio Castaño
Ignacio Castaño@castano·
I've been reverse engineering Apple's, ARM's, and ImgTec's hardware image compression formats. ARM's AFRC is the clear winner, but does native hardware compression make real-time texture encoding obsolete? ludicon.com/castano/blog/2…
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Philippe Rollin
Philippe Rollin@prollin·
@SebAaltonen Why 4 passes? iirc you used single pass with encoded viewport xform in shadow matrix before to save bw on mobile.
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Shadow cascade rendering (four passes):
Sebastian Aaltonen tweet media
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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:
Sebastian Aaltonen tweet media
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
It's a common misconception that free healthcare costs more than paying for insurance yourself. Healthcare is roughly 2x more expensive in the USA. Money goes to insurance companies, drug companies, investors (profits) and bureaucracy instead of actually treating patients.
Sebastian Aaltonen tweet media
Rothmus 🏴@Rothmus

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Łukasz | Wookash Podcast
Łukasz | Wookash Podcast@wookash_podcast·
Tomorrow airs the episode with the legend Fabian Giesen. Known in certain hardcore circles as ryg. Prepare!
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
I am considering a brick-map style voxel system for HypeHype. Each 1m^3 brick would point to shared subtrees (= DAG). A bit like the Unlimited Detail demo back in the day. We wouldn't need that much detail in the bricks. Aiming for Nintendo game look instead of realistic look.
Sebastian Aaltonen tweet mediaSebastian Aaltonen tweet media
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Philippe Rollin
Philippe Rollin@prollin·
@royalicing @wookash_podcast Games are modern apps made by modern orgs which are many teams. Each subsystem usually gets a budget and each team has to work within that budget.
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Patrick Smith
Patrick Smith@royalicing·
@wookash_podcast Because it relies on knowing memory use of all features upfront. Modern apps are architected around modern orgs, which are many teams that work independently and a compiler or runtime or cloud has the job of stitching it all together into one system.
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Łukasz | Wookash Podcast
Łukasz | Wookash Podcast@wookash_podcast·
Honestly, why is this *not* the default approach for memory management?
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Philippe Rollin
Philippe Rollin@prollin·
20years in the US, recently moved back to europe; here is my xp so far: - Ppl with those salaries in europe seem to be happier and more fulfilled than ppl with those 400k salary in the US - healthcare is as good; better in the long run, especially if self employed or in small company - decent schools will set you back 30-50k per year per kid in the US… that alone can quickly even things out when you have 2+ kids - housing, property taxes, insurances are much cheaper overall - fruits and vegetable actually have taste But sure… big number is bigger than the small number
DHH@dhh

Whenever I see programmer salary numbers from Europe, I always have to do a double take. It's hard to fathom that we work in the same industry. With bonuses this year, many of our folks are at $400,000+, and we're not even in any AI-hype sector.

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Philippe Rollin retweetledi
inigo quilez
inigo quilez@iquilezles·
Here's some cute bounding box functions for 2D shapes. A link to a longer list in the next post.
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nero
nero@aliasedFreq·
@matiasgoldberg well certainly better than "every entity is actually a door"
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Matías N. Goldberg
Matías N. Goldberg@matiasgoldberg·
Nothing screams Object-Oriented Programming in Gamedev more than "A ground unit is a ship that walks on land"
Matías N. Goldberg tweet media
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Framework
Framework@FrameworkPuter·
One of you must have sabotaged our office printer to force us to make one. There is no way HP is actually shipping printers that are this broken.
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Philippe Rollin
Philippe Rollin@prollin·
Compiling branches out is exactly what i was referring to; many mobile gpu still shipping prefer low instruction count rather than dynamic or even static branching. Some of those branches often come with other tradeoffs due to how they might affect the rest of the pipeline (for ex, can use many bindings that another incompatible feature might need in a constrained environment) All of this are problem we don’t have when the problem space is well defined and hardware limited to 1 or 2 targets.
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Jebrim
Jebrim@AgileJebrim·
It has nothing to do with any of that. They’re simply trying to eliminate statically branch and eliminate instructions for user-specific that don’t happen to use a particular branch by completely compiling them out. It’s all basically an effort at prioritizing instruction cache optimization. Of course if they didn’t have so much bloat in their shaders already then that might have otherwise not been a problem… Imagine you did codegen for C++ and created a wide number of variants of it depending upon how users configured scene content, all compiled on the fly at runtime? It’d be ridiculous there yet we’re just supposed to accept it in GPU land?
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Jebrim
Jebrim@AgileJebrim·
The engine should be architected in such a way as to eliminate the need for developers to even have to optimize anything. Unfortunately that’s require a radically different design. Dynamic shader permutations especially never should’ve been a thing, especially in a world without proper real-time JIT compilers.
VGC@VGC_News

Epic Games CEO Tim Sweeney has suggested that some platforms may struggle to run Unreal Engine 5 games because developers aren’t optimising them properly. vgc.news/news/unreal-en…

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Philippe Rollin
Philippe Rollin@prollin·
I don’t use UE but my educated guess here is that they have to support a much larger combination of hardware, some of them (mobile) are historically not great when it comes to ubershaders (this is becoming less true, but there is a long tail of underpowered devices still in use) They also have to integrate decades of features for a wide variety of use cases. It is easier to optimize a rendering pipeline when the target hardware and the use case are well defined.
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Jebrim
Jebrim@AgileJebrim·
@toncijukic The idea that it’s unavoidable simply doesn’t compute to me. Maybe it’s because the simulation industry does things differently enough from the gaming industry, idk.
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Chet Husk
Chet Husk@ChetHusk·
Hey #dotnet - we on the .NET SDK team are all about making the `dotnet` CLI more capable and powerful over time. But how do you usually _get_ the `dotnet` CLI and other tooling? Today that answer is a _bunch_ of different ways. We have a plan to centralize these ways into ...
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