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AxiomVerge's profile
Tom Happ
Tom Happ
Tom Happ
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@AxiomVerge

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Tom HappVerified account

@AxiomVerge

Maker of Axiom Verge, husband to @WastedFashion, dad. He/Him. AV2 is coming to Switch and EGS in 2021! http://axiomverge2.com  Get AV1 on consoles+PC now!

West Hills, CA
axiomverge2.com
Joined January 2009

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    1. Pico Tanks‏ @PicoTanks 10 Feb 2019

      In Pico Tanks, we push the trees with a vertex shader. Here's how we do it! #picotanks #gamedev #madewithunity #unity3d #shaderpic.twitter.com/dqzTxOkxxu

      27 replies 476 retweets 2,374 likes
    2. Byron, super nerd.‏Verified account @xiotex 11 Feb 2019
      Replying to @PicoTanks @gordlittle

      This is a really neat technique - thanks for sharing. The part of me that worked on designing graphics chips still twitches at the idea of reading textures in a vertex shader though - used to really kill performance.

      1 reply 0 retweets 8 likes
      Tom Happ‏Verified account @AxiomVerge 11 Feb 2019
      Replying to @xiotex @PicoTanks @gordlittle

      I didn't even know it could be done

      3:41 AM - 11 Feb 2019 from Anaheim, CA
      • 1 Retweet
      • 3 Likes
      • thetrung♦️ Artificer Creator Gordon Little GlitchRock Games
      2 replies 1 retweet 3 likes
        1. New conversation
        2. Byron, super nerd.‏Verified account @xiotex 11 Feb 2019
          Replying to @AxiomVerge @PicoTanks @gordlittle

          The capability has been there for ages but a lot of what the GPU can do to optimise the reading of textures gets eliminated if you read them in the vertex shader.

          1 reply 0 retweets 0 likes
        3. Gedalia  😷‏ @gedaliap 11 Feb 2019
          Replying to @xiotex @AxiomVerge and

          Called vertex texture fetch.. was really essential to building instancing system for characters, but also a perf hit. not sure if it’s still the best way or if ssbo’s are better. Full time job to profile this stuff.

          0 replies 0 retweets 0 likes
        4. End of conversation
        1. New conversation
        2. Jon Tetrino‏ @JonTetrino 11 Feb 2019
          Replying to @AxiomVerge @xiotex and

          You can do such mad shit in the vertex shader now. The ability to read multiple (!) textures at once means you've got four channels to play with per texture with surprisingly little overhead outside of initial load.

          1 reply 0 retweets 1 like
        3. Byron, super nerd.‏Verified account @xiotex 11 Feb 2019
          Replying to @JonTetrino @AxiomVerge and

          Apart from the texture cache hit, the interpolator setup and the possible stalls ;)

          1 reply 0 retweets 0 likes
        4. Show replies

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