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Michal Ziulek🇺🇦
@MichalZiulek
Independent programmer. Builds gamedev ecosystem for In the past: AMD, DICE, Intel. Consider supporting me: github.com/sponsors/micha
Gdansk, Polandgithub.com/michal-z/zig-g…Joined January 2012

Michal Ziulek🇺🇦’s Tweets

Monthly Progress Report (Feb 2023) github.com/michal-z/zig-g HIGHLIGHTS zflecs (flecs ECS bindings) zopengl (support for OpenGL 3.3) zsdl (SDL2 bindings) COMING NEXT minigame 01 AMD FSR 2 Consider supporting the project (this is full-time work funded from my savings). #ziglang
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OpenGL function pointers are *NOT* aligned to 8 bytes on M1 macOS? What?! (I get pointers with SDL_GL_GetProcAddress() after context creation).
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zig-gamedev project: We now have bindings for OpenGL 3.3 (Core Profile) and SDL2 (wip). First example program has been also added. Everything work out of the box on Windows, Linux and macOS. Just `zig build`. We ship "universal" SDL2 binaries for all 3 OSes. #ziglang
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64K different shapes (cubes, spheres, cylinders, and capsules) drawn in a single draw call, getting ~150 FPS in Unity editor. Meshes are sliced into 64-vertex triangle strips, and each "instance" is one triangle strip. Each solid color here is a separate triangle strip
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Great news! Very talented team and very interesting project. Can't wait to see what you come up with!
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Ok! First announcement: 1. The Elvengroin Legacy is now called Tides of Revival! 2. I have team members now! 🥳 @gmodarelli has rewritten the terrain rendering! @dryaddn has started making art! Proper art!! :D More in the video and on Mastodon! youtube.com/watch?v=__UYsa
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Second announcement! I'm starting a newsletter!! 📜 === Open World Gamedev === The first issue is here: n-world-gamedev-newsletter.vercel.app/issues/2023/20 The purpose is to collect resources, old and new, across a wide spectrum of fields, that are related to making open world games. RTs appreciated :)
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[1/2] Note that each lib is a "package" in Zig's terminology. Each package can consists of multiple modules. For example, zmath package consists of "main" module (`zmath.module`) and "options module" (`zmath.options_module`). Our setup is extensible because we can add new
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[2/2] different computation results. When `prefer_determinism == true` we always generate mul- add sequence. Otherwise, we generate fma - if target supports it - or mul-add sequence if it does not.
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[1/2] Our zmath library just got `prefer_determinism` build option. When set to `true` compiler won't generate fma (fused-multiply add) instructions even if target CPU supports it. fma is great (faster and more accurate) but older CPUs does not support it so we get slightly
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Example of our new build script: 1. Fetch packages providing options and dependencies 2. Add modules you need to your CompileStep (exe) 3. Call link() to build C/C++ code or perform some custom steps if needed (also, pass options if needed) #ziglang
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I'm currently adapting zig-gamedev build scripts to the latest build API changes - code does not compile at the moment with latest master build of the compiler - sorry for the inconvenience.
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Monthly Progress Report (January 2023) github.com/michal-z/zig-g Highlights * zphysics * D3D12 samples on Windows and Linux * Lots of community contributions Coming next * zflecs - bindings for flecs ECS * AMD FSR 2 Please support the project if you find it useful. #ziglang
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Impressed by super bold and smart design: LMAX inspired Static memory allocation Direct I/O io_uring Zero deserialization Storage fault tolerance Viewstamped Replication Flexible Quorums Deterministic simulation like FoundationDB
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Sad truth. Fast and bold decisions are needed to stop putin.
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Replying to @KyivIndependent
US,UK, Germany 🇩🇪 have adopted a go slow, wait-and-see attitude to arming Ukraine. That is not the way to win a war. You can’t conduct experiments and then wait for results. You can’t wait until Russia attacks. You must forecast and anticipate based on the best intelligence.
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