🎉 Congratulations to #D3D12 for surviving a decade! It's been ten years of adding more *exciting* functions and interfaces that only a handful of people can pretend to understand. 🎈In the vibrant world of #APIs, it's comforting to know some things never change—like the thrill of pretending these updates actually mean anything to the average user. 🙃
https://therealmjp.github.io/posts/ten-years-of-d3d12/ #Anniversary #TechCelebration #DeveloperHumor #SoftwareUpdates #HackerNews #ngated
Ten Years of D3D12

For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for ten years now. Windows 10 was released on July 29th 2015, and D3D12 has been with us ever since. While it’s true that this is the longest we’ve gone between major D3D version updates, it’s also not fair to say that the API has remained static.

Ten Years of D3D12

For those of us that have been using it from the start, it can be hard to believe that Direct3D 12 has been around for ten years now. Windows 10 was released on July 29th 2015, and D3D12 has been with us ever since. While it’s true that this is the longest we’ve gone between major D3D version updates, it’s also not fair to say that the API has remained static.

Supongo que como tienen dinero a espuertas pueden seguir intentándolo.

Los drivers de las #Intel Arc utilizan #DXVK como implementación de #Direct3D en los casos que sea más rápido que la emulación de #D3D12 propia. https://www.gamingonlinux.com/2022/12/intel-using-dxvk-part-of-steam-proton-for-their-windows-arc-gpu-dx-9-drivers/

#NVIDIA también utiliza DXVK en #RTX Remix. https://www.gamingonlinux.com/2022/09/nvidia-announces-ada-lovelace-their-3rd-generation-rtx-dlss-3-and-portal-rtx/

Hace no mucho #Microsoft anunció que Direct3D pasaría a utilizar #SPIRV como lenguaje de shaders intermedio. Es decir, el #HLSL se compilará a SPIR-V en vez de #DXIL. Ya no hara falta hacer budú en DXVK para poder utilizar los shaders de Direct3D con drivers #Vulkan. (https://devblogs.microsoft.com/directx/directx-adopting-spir-v/). Mientras no se marquen un embrace, extend, extinguish…

Intel using DXVK (part of Steam Proton) for their Windows Arc GPU DX 9 drivers

Intel recently announced a big driver update for their Arc GPUs on Windows, because their DirectX 9 performance wasn't as good as it could have been. Turns out, they're using code from the open source DXVK which is part of Steam Play Proton.

GamingOnLinux

Game physics is hard: I tried to simulate a hydrojet-powered boat, I accidentally ended up with something closer to an antigravity racer.

#screenshtosaturday #indiedev #indiegame #IndieGameDev #gamedeveloper #OpenGL #D3D12 #DirectX12 #racing

weird thing happening in this #d3d12 hlsl #shader where if i declare this buffer as StructuredBuffer<VertexStruct> and index it with [vertex_id], i get garbage in the struct members.

but if i declare it as ByteAddressBuffer and index it with e.g. [vertex_id*32+16], i get the expected values.

(VertexStruct is eight floats, so 32 bytes; offset 16 is the fifth float)

i dont understand at all why StructuredBuffer isnt working right. any ideas?

The kidney disease/treatment is still sucking more energy than I expected, so I still get limited progress. I'm trying something new that hopefully won't take years to finish.

#screenshtosaturday #indiedev #indiegame #IndieGameDev #gamedeveloper #OpenGL #D3D12 #DirectX12 #trackeditor #leveleditor

I forked one of my games and integrated @jrouwe's JoltPhysics into it. Wonder what this will lead to?

#indiedev #indiegame #IndieGameDev #gamedeveloper #OpenGL #D3D12 #DirectX12 #joltphysics