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really recommend Ipe (https://ipe.otfried.org) for drawing diagrams and other forms of schematic doodling.
so much better than google docs/slides.

nicegraf's vk backend is moving to c++.

i had initially picked c as an experiment to see how survivable it is -- it served me well for ~10 years, but as i want to evolve nicegraf to catch up with modern hw capabilities, c has become more of a hindrance than an asset.

fun typo to have up for 20 years :-)

the papers and some other slides use the correct basis, but if you stumble on this one and just blindly copy the vectors, (not) fun times are guaranteed

my imagination when i hear the words "spherical harmonics"

MORE ABOUT JUMPS THAN YOU WANTED TO KNOW

the final part of my assembly tutorial series

https://gpfault.net/posts/asm-tut-4.html

light cluster assignment debug view in blender. this scene is just a couple thousand tris and 3 separate materials, but blender's viewport really doesn't seem to like it. maybe it's because each cluster is its own object?
having your debug renderer also be an OBJ-exporter is nice because i can "draw" random debugging crap in the middle of any unit test, without the need to set up a graphics context. example - debugging frustum splits for shadow cascades. now imagine this stuff integrated into your CI with a nice webgl gadget to look at a test's "debug scenes".
one of the things i pursued for my home engine rewrite was the ability to more or less seamlessly export things from blender. before, i'd export to some intermediate format severely limiting ability to iterate on test scenes. now i treat blender as the _the_ scene editor. i create models with lods in separate blend files and link them to the main scene blend. then i can create multiple instances of them, parent them to each other, add lights, etc.
the rewrite of my "home engine" is finally at a point when i can start doing actual graphics stuff and not just plumbing. got pcf shadows off the ground. will probably replace with exponential or moment shadow maps eventually but i'm timeboxing this so as to not get stuck on one problem for too long. gonna do shadow cascades next.

today i learned this neat trick for approximating any float as a rational

https://en.wikipedia.org/wiki/Stern%E2%80%93Brocot_tree

Stern–Brocot tree - Wikipedia