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Prikvačeni tweet
Today it's 2 months ago since I started working on my
#voxel engine. It's written in Rust, and the main focus is on performance. Every day the amount of voxels increase or the#generation gets faster.#gamedev#rustgamedev#procgen#proceduralpic.twitter.com/tIAFjJExt8Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
14 years ago, my dad took me to the cinema to see Revenge of the Sith. Today, I took my dad to see The Rise of Skywalker.
#StarWars#TheRiseOfSkywalkerHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Half-Life has a special place in my heart! It introduced me to map making, which later turned into learning programming and
#gamedev. Today I'm a software engineer, and I never thought I'd see another Half-Life game!#HalfLife#HalfLifeAlyxhttps://twitter.com/valvesoftware/status/1197575830219583488 …
1:48Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
So I changed the nameserver to
@DigitalOcean, where I'm already hosting my website, and redirected the domain with#NGINX. Sprinkle some added free SSL certificate through@LetsEncrypt, and now everything is working!#webdev#webdevelopmentPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Back in March I got http://vallentin.dev . Tried using Namecheap's BasicDNS to redirect to http://vallentin.io , but it never worked. Today I realized it worked, if you ignore HTTPS ofc.
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The graph is made with
#Gource, which is a visualization tool for version control history. Here's my past year animated (Multiple repositories combined):pic.twitter.com/TQgxx4BQiMPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
On Halloween I reached a full year, where I've made contributions every day. Mostly
#gamedev related but also some#webdev. Half a year ago, I heavily started switching to@rustlang. Currently I'm rewriting C++ code to Rust. Hoping that I can contribute to#rustgamedev growing.pic.twitter.com/IrhQGbwMHf
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Implemented hot reloading for
#shaders and textures. Here's a small clip going from a grid to a heightmap with a basic No Man's Sky like scanner.#gamedev#rustgamedev#indiedev#screenshotsaturdaypic.twitter.com/rk8EIjAmuuHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Continuation. No textures involved, useful for testing. The grid is procedurally textured, using the fragment position in world space. Thus the grid lines up between objects.
#gamedev#rustgamedev#indiedevpic.twitter.com/dniW3GU352
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This is fine. Completely intentional. 100% what I was going for.
#gamedev#rustgamedev#indiedevpic.twitter.com/U8Vk4OpRZg
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Finally implemented saving and loading. Now it's way more fun to spend time building stuff, since it gets saved!
#gamedev#rustgamedev#indiedev#voxelpic.twitter.com/SwZ5nasmxNHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Vallentin proslijedio/la je Tweet
The Last of Us Part II launches 02.21.2020. Watch our new trailer, learn about our Collector’s and Ellie Editions, and more: https://blog.us.playstation.com/2019/09/24/the-last-of-us-part-ii-arrives-on-february-21-2020/ …pic.twitter.com/DFyZOt7sXw
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Optimizing like this, and you can likely shave a lot of frame time down. This past week, I optimized a bunch of things this way, and I shaved my frame time down by multiple milliseconds. My FPS tripled from around ~400 to ~1200.
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But adding all these new fields, adds a lot of extra bytes to my class/struct. Always profile. However, it's highly likely that fetching those few extra bytes is way less expensive than having to perform an expensive operation every frame.
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Does a thing only happen based on another condition? Then use a boolean as flag, and set it to true when the thing needs to update. Usually referred to as the thing being "dirty", "invalidated", or just simply "changed".
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Does a thing only happen when the camera moves? Then only do it after the camera has moved. Maybe only do it, every time the camera has moved some amount of world units. Example: I had a list of items, that I needed to always be sorted relative to the distance to the camera.
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GameDev Tip #1: If you're looking for something to optimize, then look for things that happen every frame. (Thread)
#gamedev#rustgamedev#indiedev#indiegamedev#rendering#optimization#gamedevtipsPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
The easiest way to get a lot of FPS, just add a bug to your culling algorithm.
#gamedev#indiedev#rustgamedevpic.twitter.com/XuHBnocUBI
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Here's a screenshot of the WIP terrain generation. Note that this is running on a +5 year old laptop.
#screenshotsaturday#rustgamedev#procgen#voxel#gamedevpic.twitter.com/BcQ7VBOQJ5
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Currently working on
#procedural terrain#generation! Here's around ~70M cubes.#screenshotsaturday#rustgamedev#voxelpic.twitter.com/asYDYeJrWrPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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