@aeva@mastodon.gamedev.place
@aeva@mastodon.gamedev.place avatar

aeva

@aeva@mastodon.gamedev.place

I'm a just a small town AAA graphics programmer in Chicago. I worked on Gears 5 and Gears Tactics. My work is secret, but my personal projects are not.

I like to post about my personal research, various side projects, and I like to think out loud a lot. Expect weird humor, esoteric ramblings, and occasionally also art I made out of math. I like implicit surface modeling the normal amount. Amateur spoonie. ๐Ÿณ๏ธโ€โšง๏ธ

Curses are just blessings with caveats.

This profile is from a federated server and may be incomplete. Browse more on the original instance.

technomancy, to random EN
@technomancy@hey.hagelb.org avatar

I hope someday for a lisp to be released that implements a < operator but not >

aeva,
@aeva@mastodon.gamedev.place avatar

@technomancy cowardice. remove them both and replace them with (โ†—๏ธ? low high) and (โ†˜๏ธ? high low). no language has ever had a valid need for <= or >=, and they should simply be removed without replacement

aeva, to random
@aeva@mastodon.gamedev.place avatar

I spotted this awesome sculpture while walking though a park earlier today. #streetart #cicada

eniko, to random
@eniko@peoplemaking.games avatar

so @TomF talked me into making it so blending colors on the #Mega68k console is true blending rather than resolving back to one of the 64 palette colors (so that the output is always 64 color)

i made a utility that takes an image and converts it into a tile layer with only 16 base colors with the framebuffer overlaid using all 64 colors with alpha blending and i can't help but wonder if this isn't too powerful

Processed version of the FF7 image with light ordered dither. It's slightly crunchier, but retains all of the detail and looks almost as good
Base color layer for the processed image. It has very few colors and is fully opaque and very noisy
Blend color layer for processed image. It has a lot more colors but is still very noisy both in terms of colors and opacity

aeva,
@aeva@mastodon.gamedev.place avatar

@eniko @TomF so wait is the second image the combination of the third and fourth images? :O

aeva,
@aeva@mastodon.gamedev.place avatar

@eniko ๐Ÿคฏ

aeva, to random
@aeva@mastodon.gamedev.place avatar

dotnet run implies the existence of dotnet hide

aeva, to random
@aeva@mastodon.gamedev.place avatar

ok I got another recording of the thing finally. This was recorded on a faster computer than my laptop, so unfortunately it doesn't have the really cool long convergence artifact thing going on. I really hate what the video encoding is doing here, but such is life.

it's a video of a rotating abstract ring thingy that is light by several lights which create colorful shadows. the video encoding is terrible, but it looks ok I guess

aeva,
@aeva@mastodon.gamedev.place avatar

@lritter Rendering method is half a million tiny randomly placed paraboloids. The final color is supplied via a per-splat color buffer that is generated continuously on the CPU. The model is a basic SDF dingbat, and I'm using a single trace soft shadow function I stole from iq's website.

I think I could get more density per splat if the placement wasn't random, but this is fine for a stress test.

aeva,
@aeva@mastodon.gamedev.place avatar

@lritter what I dig about this method, is that so long as you don't burn through your fill rate budget, the system can hold whatever framerate you want. I also dig the noise artifact, but it looks terrible in videos.

aeva,
@aeva@mastodon.gamedev.place avatar

@lritter I'm assuming by "complexity" you mean implementation complexity? It was super easy to build. Very happy with it.

aeva,
@aeva@mastodon.gamedev.place avatar

@aud ty

aeva, (edited )
@aeva@mastodon.gamedev.place avatar

It pretty much the same at high density, but I tweaked the splat mesh generator today to produce more optimal paraboloid meshes, and now I can get it to render 1 million splats on my laptop at 60 fps. This model only really needs about 300,000 splats to look good, and if I switched to a less random scheme that number would go down significantly (probably something between 10,000 to 50,000 if I keep the splat size the same). I'm feeling pretty good about all this :O

aeva,
@aeva@mastodon.gamedev.place avatar

I'd like the splat size (and thus the local density) to eventually be a function of it's screen space size, so that objects become less expensive the further they are away. Also, there's some cool effect that can be done by varying splat size, shape, and density. Lots of possibilities here.

aeva,
@aeva@mastodon.gamedev.place avatar

At this point, most of building out the remaining work for new renderer is going to be that sort of stuff, which is certainly less exciting than the initial banging rocks together to make sparks. Although, I suppose I could also start porting what I've got working already over to Tangerine.

aeva, (edited ) to VisualStudio
@aeva@mastodon.gamedev.place avatar

Does anyone know how to make #VisualStudio stop suggesting auto completions like this? This is driving me up the fucking wall.

EDIT: I have solved the problem, please stop guessing.

aeva,
@aeva@mastodon.gamedev.place avatar

nm I think I found it. this dogshit feature is apparently called "intellicode" ๐Ÿคช

aeva,
@aeva@mastodon.gamedev.place avatar

@Farbs lol

aeva,
@aeva@mastodon.gamedev.place avatar

@heroicthehobbyist it's amazing really. the majority of the suggestions it makes are just straight up wrong, and I've noticed the quality of suggestions takes a dive fast as the program grows - the program I'm working on is still under 1000 lines!

As a very experienced programmer I find having a machine frequently interrupting me to confidently recommend blatantly bad suggestions to be distracting and irritating, so I can only imagine this feature is even worse if one is still starting out.

aeva, to random
@aeva@mastodon.gamedev.place avatar

Breaking News: Portal to Hell Opened in Chicago Deep Tunnel

"The deep tunnel runoff banishment vortex presents a complete solution to eliminating any and all storm sewer overflow to dare enter our city's glorious combined sewer system. Rejoice! Chicago will be vexed by liquid shit overflowing into our streets and basements NO MORE!" said Dr. Blasphael, chairperson of Chicago's department of water subjugation, in today's opening ceremony.

mcc, (edited ) to random
@mcc@mastodon.social avatar

Do you ever think about how the writers of the cheapo Home Alone cash-in "Blank Check" were really focused on the idea that a bank would not normally actually simply cash a check such as the one at the center of the movie's plot and so they devote an incredible amount of work to contriving a set of circumstances that would cause a bank to not follow the security procedures which a bank in the real world ordinarily be expected to follow when cashing an unusually large check

aeva,
@aeva@mastodon.gamedev.place avatar

@mcc I very vaguely remember this movie for the central premise of "child gets a shit ton of money for some reason", but I don't remember anything otherwise. I'm inclined to pretend the bank simply cashed the hot check without question because it was the 90s and that was just the sort of thing you could do prior to all the nine eleven stuff.

ant_games, to indiegames Ukrainian
@ant_games@mastodon.gamedev.place avatar

I spent a whole day programming this boat to react when the player jumps on it but it still works badly

video/mp4

aeva,
@aeva@mastodon.gamedev.place avatar

@ant_games @furry also consider adding a splooosh around the boat

efi, to random
@efi@chitter.xyz avatar

maybe we could just replace the US with cheese, just cheese, all of it
they had started it, idk why they stopped

aeva,
@aeva@mastodon.gamedev.place avatar

@efi oh no it hasn't stopped the ridiculous dairy subsidies are still going and the strategic cheese reserves continue to expand

twilliability, to random
@twilliability@genart.social avatar

It turns out calculating a 3D Voronoi tessellation is very straightforward with the Voro++ tool! The only downside is I need to run it "offline," from the command line. The temptation to create a WASM port is very real...

aeva,
@aeva@mastodon.gamedev.place avatar

@twilliability ooo whatcha making :O

aeva,
@aeva@mastodon.gamedev.place avatar

@twilliability True that. How fast is voro++?

aeva,
@aeva@mastodon.gamedev.place avatar

@twilliability way cool. I should look into using this as a potential mesh export option for my point cloud renderer :O

lritter, to random
@lritter@mastodon.gamedev.place avatar

it's odd how many programs i use lately have this weird thing where they start up, and then after a second or so they "reboot". am i the only one noticing this?

the facebook app on android did it first.

then i noticed it in SDL2 after the window has been set up, when i request the render surface.

now vscode did it after i opened the console.

it's a quite irritating trend. and it feels weird, like the phone clicking right after you begin a call.

aeva,
@aeva@mastodon.gamedev.place avatar

@lritter i vaguely recall something about this from The Matrix

  • All
  • Subscribed
  • Moderated
  • Favorites
  • โ€ข
  • provamag3
  • mdbf
  • ngwrru68w68
  • modclub
  • magazineikmin
  • thenastyranch
  • rosin
  • khanakhh
  • InstantRegret
  • Youngstown
  • slotface
  • Durango
  • kavyap
  • DreamBathrooms
  • JUstTest
  • GTA5RPClips
  • ethstaker
  • normalnudes
  • tester
  • osvaldo12
  • everett
  • cubers
  • tacticalgear
  • anitta
  • megavids
  • Leos
  • cisconetworking
  • lostlight
  • All magazines