Whoa: Weston, the reference compositor for #Wayland, supports multiple physical independent mice at the same time! 😀
"New mouse, who dis?"
(See toot later in the thread for how to set this up!)
Graphics Software Engineer @Arm
All views my own.
Whoa: Weston, the reference compositor for #Wayland, supports multiple physical independent mice at the same time! 😀
"New mouse, who dis?"
(See toot later in the thread for how to set this up!)
New update for the @vulkan #Vulkan Hardware Capability Viewer released.
This adds in support for several new extensions and also is the first version with native builds for Linux ARM64 thanks to an external contribution.
Download at: https://vulkan.gpuinfo.org/download.php
@floooh Practical is the wrong word. "Stable" is what I meant
@floooh yeah would not recommend doing it unless you feel brave, given its current state. I have yet to actually test it, but have some plans to play with it soon. good to hear you have the option if/when zig is more practical to use for this
@floooh If you had a Vulkan backend, then you could even have your shaders in Zig! ;)
sokol-zig: integration of the Sokol shader compiler in the Zig build system just got a lot more flexible and cleaner via PR: https://github.com/floooh/sokol-tools-bin/pull/11
(how it's used: https://github.com/floooh/sokol-zig?tab=readme-ov-file#shader-compilation)
Push descriptors apply the push constants concept to descriptor sets. Instead of creating per-object descriptor sets, this example passes descriptors at command buffer creation time.
https://github.com/KhronosGroup/Vulkan-Samples/tree/main/samples/extensions/hpp_push_descriptors
meshoptimizer 0.24 is out! Featuring new meshlet builder for raytracing workloads, improvements to cluster partitioning, new functions for reindexing, simplification, clustering and coverage computation, many internal improvements and, of course, VS2013 support!
Thanks to Valve for sponsoring most of the work on the core library in this release!
Boost / GitHub stars appreciated as always :)
@thesolidpixel I have seen MDI using one draw per "meshlet" which I assume is basically what you describe?
Cautionary tale about checking your thumbnails before uploading.
Zig’s self-hosted x86 backend cuts the time it takes to build kiesel in debug mode in half compared to LLVM - and that’s without the upcoming parallel codegen changes. Exciting times!
More details: Self-Hosted x86 Backend is Now Default in Debug Mode
big day for the zig project
time to go update those compiler performance benchmarks ;)
Giant rock golems smash through forest trees in #Meadowfell 2.2.
This was my first attempt, and it already feels pretty satisfying, especially with sound on.
Still working on polish and optimizations, but it runs well on a 2020 iPad Pro🙂
NimianLegends.com
Microsoft recently released DirectX 12 Agility SDK 1.616-retail & 1.717-preview. Let's see what's inside. 🧵👇
https://devblogs.microsoft.com/directx/agility-sdk-1-717-preview-and-1-616-retail/
Finally finished adding @slang shaders to all my (almost 100) @vulkan open source samples and wrote a bit about it here:
https://www.saschawillems.de/blog/2025/06/03/shaders-for-vulkan-samples-now-also-available-in-slang/
tl;dr: I very much enjoyed this :)
#Wilderless procedural rivers carve organically through forests. Dozens of settings let you shape flow, terrain carving, and try different water presets. Perfect for explorers who love natural open worlds.
NimianLegends.com
@gfxstrand great job, thank you for all the effort you are putting into it 🙏