Shared pointers are just null pointer dereferences with extra steps.
12.02.2026 12:38 β π 0 π 0 π¬ 0 π 0@luckylights.bsky.social
I build game engines, and render pretty frames π±π Now: Principal Engine/Render Dev @ Axolot Games Past: Acne Play, Autodesk/Bitsquid, Tocaboca, Embarkβ¦ Yes Iβm dyslexicβ¦
Shared pointers are just null pointer dereferences with extra steps.
12.02.2026 12:38 β π 0 π 0 π¬ 0 π 0The things we have, are the things we are going too have
13.01.2026 20:44 β π 1 π 0 π¬ 0 π 0Refracted shadows through stained glass.
30.12.2025 19:30 β π 5 π 0 π¬ 0 π 0STOP DOING SHADERS GPUs WERE NOT SUPPOSED TO RUN CODE YEARS OF GRAPHICS yet NO REAL-WORLD USE FOUND for doing PER-PIXEL TRANSFORMATIONS Wanted to do it anyway for a laugh? We had a tool for that: It was called "SOFTWARE RENDERING" "Yes please give me error C6002: Instruction limit exceeded. Please give me GL_INVALID_OPERATION" - Statements dreamed up by the utterly Deranged LOOK at what Graphics Programmers have been demanding your Respect for all this time: (This is REAL Graphics done by REAL Programmers): shaders triangle example from learnopengl.com - ????? lighting glsl example from learnopengl.com - ??????? "selfie girl" by Inigo Quilez, rendered entirely with SDF primitives, not triangles - https://www.shadertoy.com/view/WsSBzh, https://www.youtube.com/watch?v=8--5LwHRhjk - ?????????????????????? "Hello i would like NORMALMAP.PNG please" They have played us for absolute fools
22.12.2025 19:00 β π 9 π 3 π¬ 1 π 0Revived my 2017 dell XPS 15. The #omarchy experience has been amazing. Perfect weekend project.
Love this laptop to death, the 4k screen and the keyboard is amazing, but years of windows updates hade left it unusable.
I been thinking, is the big thing thatβs going to be hard for AI-generated games gong to be multiplayer?
12.11.2025 17:53 β π 0 π 0 π¬ 0 π 0I would say both.
You can be creative with no pre multiple, store color where there is no, combine alpha values based on depth intersections and retain color balance when combine OIT for ex particles.
But if itβs letβs say gui, I go PMA for simplicity.
shounds awesome! havent implement jump flood my self, will check it out. Sounds like you can do summations durring fill? cool stuff
21.10.2025 10:32 β π 0 π 0 π¬ 0 π 0Fascinating! Are you cone steeping the "depthmap" from the first post? If so nice, and how dos flooding filling help you generate the cone ratio?
21.10.2025 07:11 β π 0 π 0 π¬ 1 π 0I guess if it is hlsl you can slap βinlineβ infront of it and hope the compiler did so
20.10.2025 20:35 β π 1 π 0 π¬ 0 π 0C# works in mysterious way. Perhaps @khyperia.bsky.social can explain this? So I can sleep at night again
20.10.2025 19:56 β π 0 π 0 π¬ 1 π 0Gpu or Cpu? Guess is 0 but LUT should not be scoped
19.10.2025 21:15 β π 0 π 0 π¬ 0 π 0Heading to bed, brain decides to have breakthrough thoughts on cone tracing pre calculations.
Sleep will be optional tonight
Cool things you need to say to sound like a pro graphics programmer.
1. Micros and Mills ( time )
2. Order of magnitude ( a lot more )
3. Temporal ( over time )
4. Stochastic ( not over time⦠)
5. Deferred ( not now, but kind of now )
6. Immediate ( not kind of now, but now )
The truth about ECS is that you will only see improvement once your game/system logic bottlenecks on the βmany of the same stuffβ problem. A problem you rarely encounter in gameplay for say a demo or small game
06.10.2025 06:34 β π 0 π 0 π¬ 0 π 0Iβm staring to wonder if ECS as a concept is oversubscribed. I see a lot of new game devs implementing ECS for there first game projects as if this was a necessity rather than a performance optimization.
05.10.2025 10:42 β π 1 π 0 π¬ 0 π 0This would be extremely popular, especially if you do unity shader lab stuff I bet
01.10.2025 22:12 β π 0 π 0 π¬ 0 π 0More post effect in my ide please. I love of they put more and more DOF in as you get older.
28.09.2025 08:09 β π 2 π 0 π¬ 0 π 0Hot take: Gandalf is the biggest shit starter in middle earth.
31.08.2025 20:48 β π 0 π 0 π¬ 0 π 0Finally got some time and peace of mind to give #odin a shot. So far, this lang rocks
27.08.2025 21:58 β π 0 π 0 π¬ 0 π 0Do it! I have 2 moka brewers, one like that just for me and a huge one for parties.
08.07.2025 16:04 β π 1 π 0 π¬ 0 π 0Thatβs a super cool idea!
Most of my experience doing binary serialization, but never taught of this as an im problem. Smart!
I got 999 problems but a callback ainβt one
29.06.2025 21:31 β π 2 π 0 π¬ 0 π 0This document is just fantastic, read the βdescriptionβ column, there is some true graphics programmering humor gold in it.
docs.google.com/spreadsheets...
Haha this is interesting, would be funny if itβs just a UX designer who taught it looks better that way
07.06.2025 18:05 β π 0 π 0 π¬ 0 π 0That should ofc be βx*(1/y)β aka βx*rcp(y)β lol
26.05.2025 18:05 β π 0 π 0 π¬ 0 π 0Well this is the spec learn.microsoft.com/en-us/window.... Some Gpuβs compute βx/yβ some βx/(1-y)β. Thereβs a table, itβs a mess have fun π
26.05.2025 17:00 β π 0 π 0 π¬ 1 π 0Forgot about this site, but I have returned to it time and time again over the years. Dos not have zig zag encoding but kind a fun just scrolling graphics.stanford.edu/%7Eseander/bithacks.html#RoundUpPowerOf2
23.05.2025 20:31 β π 0 π 0 π¬ 0 π 0Cast to int, right shift and take the rcp fells like the fastpath. Keep the sign bit from the int if you want it.
Should be a cvttss2si if compiler is a good boy.