We're live! Super proud of this! :)
27.10.2025 20:34 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0@schneckerstein.bsky.social
-10x Code-Person @symmetrybreak.bsky.social Working on Misgiven and Tasty Grass Shader
We're live! Super proud of this! :)
27.10.2025 20:34 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Deep Fog Signalsโ Steam page is live ๐ก
Stuck in an outpost in a sea of toxic fog, you're cut off from the outside world and oxygen is running out. Use scarce bandwidth to coordinate unstable crewmates, do research that could change the world and interpret strange signals from the deep ๐๏ธ
#indiehorror
I'm at a.maze in berlin with my friends from @symmetrybreak.bsky.social. Anyone there too?
14.05.2025 18:26 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0But... I'm 30 and I love C?
05.04.2025 12:54 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Hey y'all,
www.reddit.com/r/Unity3D/co...
did a write-up about Tasty Grass Shader over on Reddit :)
A column of fire envelops an RV in a pine forest late at night.
My bedroom and office reduced to ashes. The metal walls and roof are largely destroyed, revealing the forest beyond.
A class C RV gutted by fire. The heat of the fire has killed most of the plant life in a nearby garden.
A segment of an RV's exterior wall. The heat of the fire has melted through the aluminum panels.
An E-bike battery burned my house down on the first day of GDC. Seeking mutual aid from financially stable colleagues.
gofund.me/47306b15
And on top:
Just because you got Volumetric Light, it doesn't mean that everything is shrouded by fog.
The Half-Life 2 RTX looks fantastic, but could people PLEASE respect the original art direction?
Just because you have path tracing doesn't mean you crank all your lights by x10.
Just because you got PBR now doesn't mean all your surface should have 0.0 roughness.
look at what we've been up to!
07.01.2025 17:45 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0endlich wieder twitter vibes hier
07.01.2025 17:40 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0#include <xmmintrin.h> void Distances_SIMD(void) { float points_X_arr[] = {16.0f, 00.0f, 10.0f, 43.0f}; float points_Y_arr[] = {00.0f, 16.0f, 10.0f, 08.0f}; __m128 points_X = _mm_load_ps(points_X_arr); __m128 points_Y = _mm_load_ps(points_Y_arr); __m128 xSqr = _mm_mul_ps(points_X, points_X); __m128 ySqr = _mm_mul_ps(points_Y, points_Y); __m128 length = _mm_sqrt_ps(_mm_add_ps(xSqr, ySqr)); float lengths[4]; _mm_store_ps(lengths, length); for(int i = 0; i < 4; i++){ printf("Point = (%f,%f), Length = %f.\n", points_X_arr[i], points_Y_arr[i], length[i]); } }
This concept is of course possible with Vector2/3/x as well. Take this example, where I calculate the magnitude/length of four 2D points at once.
Keep in mind: I barely scratched the surface here of what's possible, not to mention that SEE1 came out in 1999.
Happy Coding!
(5/5)
Now for thinking as SIMD as "multiple things at once" the code would look like this.
The key is here that we batched multiple calculation together, processing 4 circles at once.
(4/5)
void CircleArea_SIMD(void) { float circlesRadii[] = {1.0f, 2.0f, 0.5f, 4.0f}; __m128 circlesRadius = _mm_load_ps(circlesRadii); const float pi = 3.141f; __m128 pi_wide = _mm_load_ps1(&pi); // caluclate: pi * radius * radius, but for 4 radii at once. __m128 areas = _mm_mul_ps(pi_wide, _mm_mul_ps(circlesRadius, circlesRadius)); float areaScalar[4]; _mm_store_ps(areaScalar, areas); for(int i = 0; i < 4; i++){ printf("Radius = %f, Area = %f.\n", circlesRadii[i], areaScalar[i]); } }
Instead, you have to think about SIMD as processing multiple items at a once. For example: you have a list of circles and want to calculate their area. The basic version would process one circle at the time.
With thinking of SIMD as "fast Vector4" there would be no room for improvement. (3/5)
The key point is that many people get the *impression* that these wide SIMD vectors, like __m128 in SSE, are a direct replacement for a Vector4. When they then try to "SIMDfy" their Vector3/2 math, their code gets ugly and inefficient.
This is not how to SIMD.โ๏ธ (2/5)
I always wanted to get into SIMD programming (SSE, AVX, NEON all that sorts), but never found the right entry, until I stumbled across this talk deplinenoise.wordpress.com/wp-content/u... (1/5)
03.01.2025 14:30 โ ๐ 3 ๐ 0 ๐ฌ 1 ๐ 0You know the drill! TGS is on sale!
20.12.2024 19:29 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0Holiday season is upon us โจ Join us right now for our first hangout stream on Twitch! Weโll be reflecting on 2024 and maybe even dropping new info & plans while we play @wildwoodsgame.bsky.social ๐
Come say hi, ask us stuff and celebrate another year with us at twitch.tv/ancastasia ๐ #indiedev
Doc, I am so sorry.
19.12.2024 21:12 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Tasty Grass Shader is 50% off!
tgs.symmetrybreak.com
born under punches
13.12.2024 18:20 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Congrats to @osmoticstudios.com and @pipapogames.bsky.social on the DEP wins!
04.12.2024 11:02 โ ๐ 4 ๐ 0 ๐ฌ 1 ๐ 0Woooow, congrats @pipapogames.bsky.social !!
03.12.2024 23:37 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0๐
03.12.2024 12:50 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0๐
29.11.2024 11:56 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0thanks for 100 followers
27.11.2024 17:13 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0I have cooked
27.11.2024 09:11 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0Big news for #Unity devs: @schneckerstein.bsky.social's been COOKING! We just released Tasty Grass Shader v.2.2 with support for #HDRP and #UnityShaderGraph ๐ซก
Get incredibly performant, pretty and customizable grass at ๐ tgs.symmetrybreak.com ๐ฅฌ
#gamedev #indiedev #unityassets
the powers of having the pw for the dns console
26.11.2024 23:48 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0+1 einfach nur fรผr amon tobin
26.11.2024 21:44 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Just the "front-end". The geometry is generated via compute shader, which doesn't depend on any render pipeline. The shader graph just handles geometry unpacking and material setup.
(Also, no render passes involved, just OnBeginCameraRendering and Graphics.DrawProcedual())