@zeux meshopt_generateVertexRemapCustom is nice to see! I was hooking up MO recently for our collision geom generation and this should help me to get rid of one of the custom preparation steps.
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@zeux meshopt_generateVertexRemapCustom is nice to see! I was hooking up MO recently for our collision geom generation and this should help me to get rid of one of the custom preparation steps.
I'm frequently asked "how much does @compiler_explorer cost to run". I've done some digging and posted https://xania.org/202506/compiler-explorer-cost-transparency which is a high-level breakdown of the costs (and revenue); and links to a more in depth report if you want all the gory details.
Huh I never thought I'd have to worry about in-order CPUs again but Pixel 7 has one of these beauties inside - https://en.wikipedia.org/wiki/ARM_Cortex-A55
@dotstdy @RYStorm @jon_valdes @skylark13 @WaitForPresent sure, just saying it is yet another engine being used within EA
@jon_valdes @dotstdy @skylark13 @WaitForPresent @RYStorm Good to know. I think there was a definite push to get everyone on Frostbite at some point though (Mass Effect : Andromeda), good they dropped it (+ Respawn is even using Source :))
@dominikg @dotstdy @skylark13 @jon_valdes @WaitForPresent @RYStorm kinda curious if Rockstar ever switches
@skylark13 @jon_valdes @dotstdy @WaitForPresent @RYStorm Evolution Engine at DE. It works fine for the type of projects we are making and we know it inside out, so it makes sense, even when starting a new game.
It is funny but I seem to be conditioned to use power-of-two numbers even when it doesn't matter at all. Like right now I am trying to set the "number of verts for a simple mesh" and obviously 500 is just as good as 512 but it looks "wrong" to me
Uh, one more annoying 'feature' of built-in unordered_map that rarely shows up in the bechmarks is how expensive it is to _destruct_ (because of all the individual nodes, a bit better with custom allocator but still)
Every time I touch this file, it makes me chuckle a bit, but the most complex anim tree in our game is named "SimpleTennoAnimTree"
@dotstdy "Canonical employees reached out to me on mastodon to tell me that I should lie on this step of the hiring process, as people who aren't in the top 10% in high-school are automatically rejected. So I made things up, and didn't get rejected this time." LOL
Report: EA obliterates Black Panther developer Cliffhanger Games https://www.gamedeveloper.com/business/report-ea-obliterates-black-panther-developer-cliffhanger-games?utm_source=dlvr.it&utm_medium=mastodon
I just published my new article:
The Secrets of Floating-Point Numbers
https://asawicki.info/articles/secrets_of_floating_point_numbers_en.php
@christer a new book? ;) More seriously, congrats on the journey so far, enjoy your break!
Programmers are usually fed a steady diet of features and bug fixes. But occasionally they get to work on performance problems. This development methodology is known as intermittent fasting.
@sinbad oh yeah for sure, if starting from scratch right now, esp. with a small team, UE/Unity/Godot/whatever is a no brainer, warts and all
@sinbad that is one of the reasons we're still hopelessly clinging to our own tech.. at least if it's broken, we know it was _us_ who broke it ;)
@rygorous "when we detect Raptor Lake CPUs, " -- do you run different code at different CPU models? how high up is the split (if not a secret)