Trying my best to talk more about gamedev | currently Tech Artist and R&D at an AAA publisher.
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Shader math question: if I take a Rose curve function in its polar form, expose angle as the input, how can I convert the resulting position into Cartesian coordinate so that I can make thing move in a certain path over the angle value?
One thing I learned over the years:
When it comes to whether a company will do right by its users or the society as a whole.
Don’t pay too much attention to their lead developers and designers.
Pay much closer attention to their business guys.
Since when, did we start to believe consents are always given, by default, to use any collected data, public or private, in machine learning?
An introduction to Billboard shader.
Though as Sebastian Aaltonen showed in his talk on mobile rendering, if you want a good coverage of mobile devices right now, then Forward rendering is still the way to go.
GPU driven rendering has multiple bottlenecks on mobile that makes it really more of a tech demo than real possibility unless you are only targeting the most recent top tier hardware. This is not currently viable business wise.
The current language situation for GPGPU programming is rather depressing for my point of view.
Today we have a wealth of CPU languages but not a hint of standardized GPU-side compatibility.
I'd love to program everything (CPU, GPU compute, GPU graphics) in the same basic, standardized language.
Does that sound unreasonable? I understand that it's not there yet but I don't see any major effort towards this.
Look, I don’t know what to tell you, but the only major game company who wasn’t in the crazy acquisition mode for the past 3 years, happens to be the one without mass layoffs this year.
Maybe Nintendo should give a talk on “acquisition is not the solution”, because executives worldwide really need it.
(See also Nintendo stock price, almost doubled YoY, without all these AI hypes.)
Death Stranding on macOS with MetalFX upscaling at 4k and mostly stable 60fps, not bad.
I like sim games I cannot lie.
It’s been a long week.
Beginning to worry that all my tech podcasts are going to be about the boring Apple headset for the foreseeable future. Might need to find a new genre of podcast cause I REALLY DO NOT CARE ARGH.
"Why aren’t there more life sims? Maybe(..) devs (..) don’t want to make them or (..) don’t understand them or how to market them, due to the lack of conventional gameplay? Or have been scared off by lack of comps." (https://newsletter.gamediscover.co/p/how-paralives-life-sim-ed-it-to-750k)
Well, there's Tiny Life: https://store.steampowered.com/app/1651490/
- Life sims evolved in a different direction with the rise of farming & crafting life sims (Stardew Valley, Valheim, even Skyrim survival mode)
Hi folks. Has there been a #Unity solution on Android to tackle the lack of reverse Z buffer in OpenGL? (eg. precision and z-fight issue), or did we just say no to OpenGL and force Vulcan requirement these days?