Grég Angerand รีทวีตแล้ว
Grég Angerand
91 posts

Grég Angerand
@Capses2
C++ & GPU Wrangler @Quantic_Dream Ex @Ubisoft. Opinions are my own
Paris เข้าร่วม Temmuz 2020
124 กำลังติดตาม8 ผู้ติดตาม

@_x1m4 You don't need pumps, pressurizing the atmosphere inside the base is enough. With a proper breathing mixture and acclimation humans can go well bellow 300m. It's called saturation diving and I believe it's mostly used in the oil/gas industry.
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Grég Angerand รีทวีตแล้ว

RenderDoc v1.41 is now available! It adds threaded support for shader debugging, enabling debugging of shaders that use subgroup/wave operations and simulating all threads in a compute group.
Full release notes: github.com/baldurk/render…
Binary builds: renderdoc.org/builds
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Grég Angerand รีทวีตแล้ว

It might be the worst possible outcome.
intel Arc GPU dead
Nvidia ARM CPU dead
Kepler@Kepler_L2
Well that's the end of Arc I guess 🫡
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@metehanbolatt Using a heightmap and a moving threshold value seems much simpler.
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Can we find the paths of a vector one by one and animate its color? All we need is a VectorGroup and its children to traverse it one by one... And a little knowledge of vector drawing and path.
And the magic happens inside convertVectorPathToAndroidPath()
#Kotlin #Android #AndroidDevs #JetpackCompose #Animation #PathAnimation #Vector
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@matiasgoldberg The inherited isGroundUnit bool implying that Ship already contains part of the ground behavior makes this actual art.
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@SebAaltonen I am regularly disappointed by MSVC's inability to optimize fairly trivial stuff, but not inlining memcmp when the size is a small constant is wild.
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Grég Angerand รีทวีตแล้ว

On branching in shaders:
If-statements are generally better than math operations. The concerns about branching are mostly misplaced based on very old hardware. The main focus should be on avoiding divergence: pixels near each other should do similar things. Branching can become a problem when adjacent pixels are doing wildly different operations. One such example is stochastic path-tracing, where each pixel follows a random path with little coherence. In simple cases, if-statements are better than using mix/step
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@SebAaltonen I thought that renderpasses (and subpasses) saved bandwidth on tiled mobile GPUs. Is it the case or can we forget about them and use dynamic rendering everywhere now?
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If you are interested in low level rendering architecture design, I recommend my 2 year old SIGGRAPH talk:
advances.realtimerendering.com/s2023/Aaltonen…
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Grég Angerand รีทวีตแล้ว
Grég Angerand รีทวีตแล้ว

This article on virtual shadow maps is insanely detailed (and good).
I'm not sure how similar the implementations are, but this technique is also used in Unreal Engine.
ktstephano.github.io/rendering/stra…

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@FreyaHolmer Option 5: snap each vertex to the closest grid point and watch the chaos.
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@Phantom_TheGame I am pretty sure it's because we don't usually fall from so high. Does it feel more realistic for a more normal jump height (like 1-2m) ?
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@newincpp This seems like a great idea! Having per call overrides like this would significantly reduce ImGui code for the more complex widgets. It doesn't seem too hard to do with a C++ wrapper over ImGui. I will definitely try.
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Using wpf is making me want to make a C++ immediate mode UI where you can pass style files (that can include shaders) to calls.
Something like:
ui::text("mytext", "maintext.style");
So it can be as easy as imgui but as stylish as html/css.
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Grég Angerand รีทวีตแล้ว
Grég Angerand รีทวีตแล้ว

@PirateSoftware If someone ever makes a factorio version of this concept I am done for.
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Really enjoying having Rusty's Retirement running on the bottom of my screen. Reminds me of the old days with desktop pets and fun mini-widgets. Would love to see more of this in the industry.
store.steampowered.com/app/2666510/Ru…
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@BenjiGameDev D or C.
I feel like which one is the "correct" one depends on the player habits. As a mostly shooter player I tend to actively aim at what I want to engage, and hate when the camera moves on its own, so D. But I can see a fighting game player preferring C.
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