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Notices by Arseny Kapoulkine (zeux@mastodon.gamedev.place)

  1. Embed this notice
    Arseny Kapoulkine (zeux@mastodon.gamedev.place)'s status on Monday, 06-Jan-2025 04:14:49 JST Arseny Kapoulkine 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 about 5 months ago from mastodon.gamedev.place permalink

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    Arseny Kapoulkine (zeux@mastodon.gamedev.place)'s status on Wednesday, 24-Jul-2024 06:36:53 JST Arseny Kapoulkine Arseny Kapoulkine

    Just curious, is anyone still working with toolchains that do not support C++11?

    In conversation about 10 months ago from mastodon.gamedev.place permalink
  3. Embed this notice
    Arseny Kapoulkine (zeux@mastodon.gamedev.place)'s status on Wednesday, 24-Jul-2024 06:36:51 JST Arseny Kapoulkine Arseny Kapoulkine
    in reply to
    • Aras Pranckevičius

    @aras After encountering this last year I’m not 100% sure :)

    In conversation about 10 months ago from mastodon.gamedev.place permalink

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    1. https://cdn.masto.host/mastodongamedevplace/media_attachments/files/112/757/185/071/877/800/original/dd78a66759e51a57.jpeg
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    Arseny Kapoulkine (zeux@mastodon.gamedev.place)'s status on Friday, 04-Aug-2023 02:43:09 JST Arseny Kapoulkine Arseny Kapoulkine

    - Opens Rust blogpost
    - Sees "In the constantly evolving landscape of blockchain technology, innovation and adaptability are keys to success."
    - Closes blogpost immediately

    In conversation Friday, 04-Aug-2023 02:43:09 JST from mastodon.gamedev.place permalink
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    Arseny Kapoulkine (zeux@mastodon.gamedev.place)'s status on Sunday, 16-Jul-2023 19:59:05 JST Arseny Kapoulkine 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 :)

    https://zeux.io/2023/04/28/triangle-backface-culling/

    In conversation Sunday, 16-Jul-2023 19:59:05 JST from mastodon.gamedev.place permalink

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    1. https://cdn.masto.host/mastodongamedevplace/media_attachments/files/110/280/068/421/676/972/original/5d186668462cf10e.png
    2. Domain not in remote thumbnail source whitelist: zeux.io
      Fine-grained backface culling
      Backface culling is something we take for granted when rendering triangle meshes on the GPU. In general, an average mesh is expected to have about 50% of its triangles facing away from the camera. Unless you forget to set appropriate render states in your favorite graphics API, the hardware will reject these triangles as early in the rasterization pipeline as possible. Thus, it would seem that backface culling is a solved problem. In this post, however, we’ll explore a few alternative strategies that may or may not improve rendering performance.

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    Arseny Kapoulkine

    Arseny Kapoulkine

    Recovering SPU/RSX enthusiast and Vulkan apologist. Previously: technical fellow at Roblox.pugixml, meshoptimizer, volk, niagara, Luau.

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