I'm a software alchemist transmuting math into pixels. Sr. Programmer at Santa Monica Studio. Perpetually bad at social media.
he/him
| Blog | https://pixelalchemy.dev/ |
I'm a software alchemist transmuting math into pixels. Sr. Programmer at Santa Monica Studio. Perpetually bad at social media.
he/him
| Blog | https://pixelalchemy.dev/ |
REAC 2025 talk details have been posted on the website! Register today - it's free! https://enginearchitecture.org/2025.htm
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In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
https://therealmjp.github.io/posts/to-earlyz-or-not-to-earlyz/
Depth In The Logical Rendering Pipeline Where Does Early-Z Fit In? When Does Early-Z Have To Be Disabled? Discard/Alpha Test Pixel Shader Depth Export UAVs/Storage Textures/Storage Buffers Forcing Early-Z Forced Early-Z With UAVs And Depth Writes Rasterizer Order Views/Fragment Shader Interlock Summary and Conclusion One of the things we often take for granted on GPUs is the idea of early Z testing. It’s the main reason why Z prepasses exist at all, and it’s one of the things that has allowed forward rendering to remain viable without being completely overwhelmed by pixel shader overdraw (instead it merely gets overwhelmed by quad overshading, but I digress).
We're doing the thing!
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Get it while it's hot and don't forget to tell a friend! ❤️
👉 http://s.team/a/3384890
Published a WIP 'dynamic_fonts' branch to receive early feedback. This should evolve and stabilize toward a 1.92 release (in 1-2 months). https://github.com/ocornut/imgui/issues/8465
(Published code in this branch includes font scaling but not style/general scaling yet. Still working on that)
This compilation of funny comments from yesterday's C&C: Generals source release is a good reminder that I need to be more casual in my code comments for the sake of future generations
https://www.reddit.com/r/commandandconquer/comments/1izpkmh/funny_generals_source_code_comments/
If you've been feeling down because you want to MAKE TERRAIN OUT OF SPLINES but you're not sure how and you really want to read a nice beginner friendly BLOG POST that walks through how to do that in #blender #geometrynodes with 23.4 MiB of FULL COLOR PICTURES and EXAMPLE SOURCE FILES well I have GREAT NEWS for you because I wrote one of those over the last three days and I'm really excited to share it!
Check it out: https://zone.dog/braindump/spline_fields/
Thoughts Beyond C++ First published: 2024-12-30 Author: Adam Sawicki - see About the author This document is licensed under Creative Commons Attribution-NonCommercial (CC BY-NC) 4.0 license. Short address of this document: https://asawicki.info/articles/thoughts_beyond_cpp.html Introduction This ...