Arseny Kapoulkine

@zeuxcg

Technical Fellow at Roblox. Previously: FIFA 13, FIFA Street and a dozen PS3 games before that. Author of pugixml & meshoptimizer.

San Francisco
Vrijeme pridruživanja: kolovoz 2009.

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  1. Prikvačeni tweet
    17. ruj 2019.

    📌 - My DMs are open; happy to discuss any topics or answer any questions - I try to answer all DMs but that doesn’t always happen promptly - Don't ask to ask; I may *not* reply to DMs that fail to get to the point in the first message, unless I follow/know you

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  2. 2. velj

    Starting in an hour.

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  3. 1. velj

    Tomorrow, Sunday 2/2/2020, at 10 AM PST we are going to write some Vulkan 1.2 code - converting niagara renderer to use Vulkan 1.2, and switching geometry data to use a GPU-side buffer pointer to make memory management more flexible. Tune in in 23 hours!

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  4. 1. velj

    I was working on some closure optimizations today, this test is admittedly stupid but I'm still pretty happy about this. luau isn't using a JIT yet 😜

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  5. 31. sij

    Should I stream some programming on the weekend?

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  6. proslijedio/la je Tweet
    29. sij

    🌤 We have all new lighting coming to ! We've reworked everything. You'll notice a new moon, new rain, and even new clouds! Here are some in-game screenshots! 😍

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  7. 29. sij

    Backwards compatibility in one picture.

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  8. 29. sij

    Babylon anime is one of the biggest disappointments for me in recent memory. Really strong start, novel, well shot, intense in just the right ways, intriguing. Just perfect. And then starting from ep8 it goes downhill and the ending is just bad. How do things like that happen :(

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  9. 29. sij

    Also going to talk a bit about efficient and multithreaded draw call dispatch with ARM - no rendering algorithm details here, pure Vulkan:

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  10. 29. sij

    This collaboration is especially symbolic because the first version of the lighting engine shipped on mobile on iOS - this was back in the days of ES2 / SGX hardware on iPad2, and the renderer was tuned heavily for that. Some parts of this tech survived and are still useful :)

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  11. 29. sij

    We have been working with fantastic engineers from IMG on profiling and optimizing our renderer on PowerVR GPUs. Excited to share the stage on GDC to talk about various subsystems in our lighting engine and the optimizations / uarch details!

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  12. 28. sij

    Now that I've mostly wrapped up index codec I'm starting to work on attribute encoding. Reworked quaternion compression today in the morning, getting really exciting results. Still a lot of work to do, my todo list has 13 items re: attribute compression😱 Cumulative gains are 👌

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  13. proslijedio/la je Tweet
    23. sij

    New blog post! In "Learning from data" we'll talk about vertex cache optimization again - starting from an algorithm built by a human, using analysis tools to understand the hardware behavior better, and using the machine to make the algorithm better.

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  14. 25. sij

    (the standard 256b table lookup method is probably noticeably faster but I just randomly had this idea and couldn't resist)

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  15. 25. sij
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  16. 24. sij

    Friday. (my Excel graph painted over by Angelo)

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  17. 24. sij

    AI code for the cube. (to this day I have no idea what this show is about; I very quickly switched to engine development after than and never looked back)

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  18. 23. sij

    New blog post! In "Learning from data" we'll talk about vertex cache optimization again - starting from an algorithm built by a human, using analysis tools to understand the hardware behavior better, and using the machine to make the algorithm better.

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  19. 23. sij

    This is the first lighting update with not a single line of code that I wrote. Surprisingly it feels good. Next up: FIB 2.75.

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  20. 18. sij
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  21. 18. sij

    Vulkan 1.2 stream is up! Apart from 1.2 we also had an unplanned discourse into SPIRV based shader pipelines and a fun story about the tea brand "Кузьмичёв" which is now a popular French brand Kusmi. Mostly watchable at 1.5x (it's long!).

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