textures are overrated anyway
Notices by Arseny Kapoulkine (zeux@mastodon.gamedev.place)
-
Embed this notice
Arseny Kapoulkine (zeux@mastodon.gamedev.place)'s status on Saturday, 09-May-2026 09:06:41 JST
Arseny Kapoulkine
-
Embed this notice
Arseny Kapoulkine (zeux@mastodon.gamedev.place)'s status on Saturday, 09-May-2026 09:06:40 JST
Arseny Kapoulkine
actually who even needs triangles
no triangles no problem -
Embed this notice
Arseny Kapoulkine (zeux@mastodon.gamedev.place)'s status on Tuesday, 16-Sep-2025 06:52:31 JST
Arseny Kapoulkine
AMDVLK is dead, long live radv: https://github.com/GPUOpen-Drivers/AMDVLK/discussions/416
-
Embed this notice
Arseny Kapoulkine (zeux@mastodon.gamedev.place)'s status on Monday, 06-Jan-2025 04:14:49 JST
Arseny Kapoulkine
Every time I write NEON code I wish the strongly typed vectors did not exist in GCC. vreinterpret_* stuff is useless and should just die.
It's sad to see Rust repeating this mistake. Burst doesn't.
In conversation from mastodon.gamedev.place permalink Attachments
-
Embed this notice
Arseny Kapoulkine (zeux@mastodon.gamedev.place)'s status on Wednesday, 24-Jul-2024 06:36:53 JST
Arseny Kapoulkine
Just curious, is anyone still working with toolchains that do not support C++11?
In conversation from mastodon.gamedev.place permalink -
Embed this notice
Arseny Kapoulkine (zeux@mastodon.gamedev.place)'s status on Wednesday, 24-Jul-2024 06:36:51 JST
Arseny Kapoulkine
@aras After encountering this last year I’m not 100% sure :)
In conversation from mastodon.gamedev.place permalink Attachments
-
Embed this notice
Arseny Kapoulkine (zeux@mastodon.gamedev.place)'s status on Friday, 04-Aug-2023 02:43:09 JST
Arseny Kapoulkine
- Opens Rust blogpost
- Sees "In the constantly evolving landscape of blockchain technology, innovation and adaptability are keys to success."
- Closes blogpost immediatelyIn conversation from mastodon.gamedev.place permalink -
Embed this notice
Arseny Kapoulkine (zeux@mastodon.gamedev.place)'s status on Sunday, 16-Jul-2023 19:59:05 JST
Arseny Kapoulkine
New blog post! In which we look at a few different backface culling methods, compare their efficiency, compare their end-to-end performance on NVidia hardware, and come to some conclusions!
This took forever to write so boosts are very appreciated :)
In conversation from mastodon.gamedev.place permalink Attachments