Vallentin

@MrVallentin

Software Engineer specializing in Computer Graphics & Open-Source Enthusiast

Denmark
Vrijeme pridruživanja: srpanj 2013.

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  1. Prikvačeni tweet
    18. ruj 2019.

    Today it's 2 months ago since I started working on my engine. It's written in Rust, and the main focus is on performance. Every day the amount of voxels increase or the gets faster.

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  2. 18. pro 2019.

    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.

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  3. 21. stu 2019.

    Half-Life has a special place in my heart! It introduced me to map making, which later turned into learning programming and . Today I'm a software engineer, and I never thought I'd see another Half-Life game!

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  4. 21. stu 2019.

    So I changed the nameserver to , where I'm already hosting my website, and redirected the domain with . Sprinkle some added free SSL certificate through , and now everything is working!

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  5. 21. stu 2019.

    Back in March I got . Tried using Namecheap's BasicDNS to redirect to , but it never worked. Today I realized it worked, if you ignore HTTPS ofc.

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  6. 8. stu 2019.

    The graph is made with , which is a visualization tool for version control history. Here's my past year animated (Multiple repositories combined):

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  7. 8. stu 2019.

    On Halloween I reached a full year, where I've made contributions every day. Mostly related but also some . Half a year ago, I heavily started switching to . Currently I'm rewriting C++ code to Rust. Hoping that I can contribute to growing.

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  8. 19. lis 2019.

    Implemented hot reloading for and textures. Here's a small clip going from a grid to a heightmap with a basic No Man's Sky like scanner.

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  9. 16. lis 2019.

    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.

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  10. 15. lis 2019.

    This is fine. Completely intentional. 100% what I was going for.

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  11. 25. ruj 2019.

    Finally implemented saving and loading. Now it's way more fun to spend time building stuff, since it gets saved!

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  12. 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:

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  13. 18. ruj 2019.

    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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  14. 18. ruj 2019.

    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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  15. 18. ruj 2019.

    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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  16. 18. ruj 2019.

    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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  17. 18. ruj 2019.

    GameDev Tip #1: If you're looking for something to optimize, then look for things that happen every frame. (Thread)

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  18. 16. ruj 2019.

    The easiest way to get a lot of FPS, just add a bug to your culling algorithm.

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  19. 14. ruj 2019.

    Here's a screenshot of the WIP terrain generation. Note that this is running on a +5 year old laptop.

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  20. 14. ruj 2019.

    Currently working on terrain ! Here's around ~70M cubes.

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