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game and engine developer. co-founder of Studio Any Percent making luxe engine and games.

game/design/dev • engines/graphics/art • mov ax,13h • she/her • 👩‍💻💾🏳️‍🌈🏳️‍⚧️

#luxeengine dev log # 8 is up

https://luxeengine.com/dev-log-8/

See the luxe editor in action, 2018 goals vs outcomes, a c#/c++/wren test, some web samples and much more.

p.s show luxe to your friends.

p.p.s join the luxe discord for live dev news https://discord.gg/5Q8rGZ7

#gamedev

dev log #8 - preview progress

Oh hey, it's 2019... And we're three months in :D Wait a second, this seems familiar... ah yes dev log #7 was a year ago already! Whew. 2018 was a pretty great year for luxe progress. A lot of big questions were resolved, a lot of progress was made and

https://noclip.website/

fly around various extracted geometry from big games from various time frames.

here's height field data from breath of the wild and collision geometry from dark souls one for example.

noclip

A digital museum of video game levels

You! Know that excellent "graphics programming weekly" that Jendrik Illner does every week (https://www.jendrikillner.com/tags/weekly/)? He has a Patreon for it, go throw money at it now! https://www.patreon.com/jendrikillner
Weekly | Jendrik Illner - 3D Programmer

3D Programmer

@sinbad btw many permissive licenses like this one aren't applicable to most companies if you want people using it. similar how public domain isn't a recognized concept many places either and you need to dual license if you want it in use
@Patches probably against the TOS?
Job opportunity: we're looking for an experienced Unity programmer to work with a cool team on a cool project: http://blog.draknek.org/post/182786231647/looking-for-a-full-time-unity-programmer
Please share with anyone you think would be a good fit!
Looking for a full-time Unity programmer

The people who made A Good Snowman Is Hard To Build and Cosmic Express are looking for an experienced programmer to join our growing team and work alongside Ben on the existing codebase. ...

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been implementing stable cascaded shadow maps in https://luxeengine.com for fun but didn't like all the literature on the topic, so i've been making tasty visualizations to write about instead. See it in motion here for best results:

https://twitter.com/___discovery/status/1094901067656028160

(upload limits)

luxe engine

a lovingly crafted cross platform game engine, try the preview!

luxe engine

@ajweeks nice post :)

re language with good reflection, it kinda misses out on a lot of languages out there... I read it intended as "against c++" but the way it's written makes it seem a tad awkward and doesn't convey that well. I bet a horde of people would point to rust, c#, D etc etc.

@cybik so, lot of common slow downs: calling a lot of functions (driver overhead), using slow apis (glGetInteger querying state stuff), stalls via implicit flush and other data dependencies, and then higher level: doing too much work for your gpu, overdraw is a big factor and has little to do with GL level, render code might be at fault etc.

don't assume and don't guess. measure first!

@cybik if the engine runs on ES+iOS try running through xcode and capture a gpu frame. It has a frame analyzer that can tell you expensive things you're doing wrong. apitrace/renderdoc can also give you invalid states and slow down hints. Then there's 'implicit flushing'. certain actions require waiting for the GPU to do the work, but the commands sent are async, not done immediately. If a cpu operation waits on gpu data sequentially, you have an async pipe that will stall, other work is blocked