Daryl Zuniga

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Daryl Zuniga

Daryl Zuniga

@sprigland

Hacking on random game engine tech w/ https://t.co/kG4rTrZREf🌱🏞. Previously lead dev at @BitshiftEnt; @msmakecode; @koduteam

Seattle, WA Katılım Nisan 2021
817 Takip Edilen432 Takipçiler
Daryl Zuniga retweetledi
Arseny Kapoulkine 🇺🇦
This is great. Two related thoughts! - Having detailed performance available at any time in any build at a single hotkey, structured to fit your application and displayed inline, is super valuable - even if you also use external profilers. microprofile at Roblox was like that. - It shouldn't matter in theory, but in practice I feel like there's correlation between units you use to think about performance and the resulting performance. We often talk about milliseconds per frame but a millisecond is an eternity! 30 microseconds is something you pay attention to, 0.03 milliseconds may slip by unnoticed.
Olex (Solo gamedev Diablo-like) 🇺🇸@OlexGameDev

I've been dreaming of this C++ profiler for my game for over a year. It's now here. It shows me the slowest code logic that runs over my game components in real time. Each one is a lambda that I can find at the file name and line number. An hour after I made this, I already optimized my game significantly by actually seeing what was slow and then optimizing it. For example, I optimized a C++ lambda from 750us down to 50us (cost per frame). This level of introspection into my game is god-like vision. Not seeing any perf impact of having this on either, so it's on by default.

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Xor
Xor@XorDev·
"Revive" vec3 p,P;for(float z,d,i;i++<1e2;z+=d,o+=(1.2-sin(t+z/vec4(8,7,6,0)))/d){p=z*normalize(FC.rgb*2.-r.xyx),P=vec3(atan(p.y-=7.,p.x)*3.,p.z*.3,length(p.xy)-11.);for(d=1.;d<9.;d++)P+=sin(P.yzx*d+.1*z-t)/d;d=length(vec4(P.z*5.,cos(P)-1.))/2e1;}o=tanh(o/1e3);
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loren schmidt
loren schmidt@lorenschmidt·
synopsis post: recently i've been working on a rendering prototype. it's a Wolfenstein style fan raycaster. it has: displacement mapped walls terrain raycaster floors (entirely different tech, but texture matched). (angle constrained) real time shadows
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
First update of my online webgpu particle life simulator: the number of particle types is now also randomized each time (from 2 to 16), leading to greater variety! lisyarus.github.io/webgpu/particl…
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
Published my WebGPU Particle Life simulation online! Obviously it requires WebGPU support, and it's quite resource-demanding, so I've set the particle count to 64k for now. Also it probably doesn't work on mobile; will fix later 😅 Link below 👇
Nikita Lisitsa tweet media
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Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
@Jonathan_Blow @TylerGlaiel @transmutrix I would really like to see an open source engine that wasn't a framework. It was just a collection of libraries that work well together, each maintained by a small team. You could take any of these libraries and use it separately. Would be interesting to see where that goes.
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Xor
Xor@XorDev·
"Heavenly" for(float i,z,d;i++<1e2;o+=(cos(z+t+vec4(6,1,2,3))+1.)/d){vec3 p=z*normalize(FC.rgb*2.-r.xyy);p.z-=t;for(d=1.;d<9.;d/=.7)p+=cos(p.yzx*d+z*.2)/d;z+=d=.02+.1*abs(3.-length(p.xy));}o=tanh(o/3e3);
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Andras Ketzer
Andras Ketzer@FluidNinjaLIVE·
Mesh distance field repels Water: sampling scalar SDFs and injecting the vector gradient into sim velocity field. FluidNinja LIVE 2.0 pre-alpha, 100m area, 2K sim, 260 FPS on RTX3080 #unrealengine #UE5 #realtimevfx #fluidninja
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Josef Fares
Josef Fares@josef_fares·
Some final vs early footage of #SplitFiction
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anton mikhailov
anton mikhailov@antovsky·
Hey @Billy_Basso, loved your interview with @wookash_podcast :) Just wanted to mention that your idea of "double buffering the entire game state" is not a bad one, we did it on Dreams for PS and it had many benefits! (though also some drawbacks) DM me if interested in details :)
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FFmpeg
FFmpeg@FFmpeg·
FFmpeg makes extensive use of hand-written assembly code for huge (10-50x) speed increases and so we are providing assembly lessons to teach a new generation of assembly language programmers. Learn more here: github.com/FFmpeg/asm-les…
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Xor
Xor@XorDev·
"Fire" vec2 p=(FC.xy*2.-r)/r.y,R;p*=1.-vec2(.5*p.y,.5/(1.+p*p));p.y-=t;float F=11.,N,d;for(R.x=F;F<50.;F*=1.2)p+=.4*sin(F*dot(p,sin(++R))+6.*t)*cos(R)/F;N=snoise2D(p*4.);d=length(p+vec2(0,t+.5))/.3-++N;N+=snoise2D(p*8.);o=tanh(++N/(.5-.1*N+max(d/.1,-d)*abs(d)/.3)/vec4(1,3,9,1));
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Björn Ottosson - making Island Architect
More progress on the lighting for my cozy town building game. Lots of small tweaks and the ocean and materials are back. Still more to do with the sky lighting, but first I want to get the sun light back and add contact shadows, then some more interesting textures and foliage!
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Oskar Stålberg
Oskar Stålberg@OskSta·
A fluffy cloud shader. It is using the same impostors as the trees, in case that isn't obvious.
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Daryl Zuniga
Daryl Zuniga@sprigland·
@lisyarus I'm very interested! Finding the ideal game GUI approach with the right trade-offs in expressiveness, maintainability, and performance is a bit of a holy-grail quest imo I found your old blog but I think it's missing some of your latest thoughts: lisyarus.github.io/blog/posts/how…
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
@sprigland I was planning to write in detail about all this at some point. If you're interested, then maybe I'll make it sooner than I thought 😅
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
Any time you add a feature to something that faces an end user, 50% of the time is spent just making the UI 😨 Anyway, Luminal Spaces has some simple environment settings now: top/bottom hemisphere color + sun position & intensity.
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Nikita Lisitsa
Nikita Lisitsa@lisyarus·
@sprigland It is a bit tricky to implement (a lot of code that carefully checks how internal state changed between frames), and it's a bit finicky to use sometimes (you have to be aware it's immediate mode and explicitly store some non-trivial UI state), but generally it feels OK to use.
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