Code[dot]Storage
A new Git provider for machines by @pierrecomputer.
In Oct, Github shared they were averaging ~230 new repos per minute.
Last week we hit a sustained peak of > 15,000 repos per minute for 3 hours.
And in the last 30 days customers have created > 9m repos🧵
Built this for myself & decided to share w/ others. (middleclick for houdini or any other DCC).
Free & open source, 0 UX button/pop-up clutter & non-sense functions.
If the instal was too dev-language for u just hmu, will be happy to help: middleflickos.vercel.app
@damienmortini@Shopify@Danetag Were you mixing 2D planes w/ sequences for the 3D scenes? Haven't started breaking it down, but to me it seems like this technique's used a lot.
It's out! So proud to show you all what we've been cooking the last few weeks @Shopifyshopify.com/editions/winte…
Big up to this crazy team and special thanks to @Danetag for bringing me in! 💚
Can't wait for the enlightenment era! ✨
Open sourcing some of my internal libs - vh in-app fix. Run all your vertical elements on vh without breaking & losing vh in the native browsers. A cure for this.
github.com/jacobfreedom/v…
One more geo manipulation piece from Houdini, faced an issue on a bit more complex project, so I've just built this simple demo for it to test how to build it correctly from the start. (had to fix poly winding on the more complex one)
Solaris w/ automated sampling.
Some basic geometry manipulation. Rendered in Karma with Copernicus denoiser as a followup. Still testing how much noise can be pushed there. Didn't automate resolution scaling & downsampling this time (2x res, same render time), which was a mistake, works so much better with it.
@nstvble All per frame updates (like matrices) are staged in a buffer and then bulk uploaded. That way the cost is the same each frame and there are no unexpected spikes.
WebGL 2 ain't dead yet 🔥
> 10000 draw calls on a 400$ laptop at 60fps.
I've been writing a renderer from scratch for my next engine and one milestone was to just drop in this huge kitbashed castle scene on low end hardware:
- 13000+ draw calls
- 60+ textures
- 1mil+ triangles
Some interesting pieces:
- All textures are auto stored in tex arrays
- Auto-instancing Option (drops render time to 3ms on mentioned laptop)
- High perf modules (e.g. culling, matrices, sorting etc.) written in @AssemblyScript for 5-10x speed boosts
#webgl#gamedev#IndieGameDev
First Houdini simulation, will be pushing this one a bit further with multiple materials that are switching, already created a couple of MaterialX variations & will drop a polished 2D design along with it.