Jean-Sébastien Guay

@skylark13@mastodon.gamedev.place
423 Followers
823 Following
3.4K Posts
Senior Graphics Programmer at Bethesda Studios. Previously Haven Studios, Legion Labs, Bethesda again, and Ubisoft. Oldskool demoscene fan, Retrocomputing and Retrogaming, Transformers fan. PC gamer. Father of 3. Posts = own.
Websitehttps://www.whitestar.one
Codeberghttps://codeberg.org/Skylark13
Linktreehttps://linktr.ee/js_guay

Shader PSA - be very careful passing float Inf default values into shaders now that the modern APIs support Inf and NaN in shader code.

Graphics compilers can reassociate order of computation, and we often end up with "0 * Inf" after reassociation resulting in a NaN which is sticky and causes a downstream mess for the rest of the shader.

Default allowing Inf and NaNs in graphics shaders was a mistake IMO. Old-school FTZ for NaN and clamp to min/max value for Inf was a lot more stable.

New blog post: Castlevania: The Dracula X Chronicles (2007)

And it's done. I'm pretty sure this is the post that I put the most work into. So many pictures, so much text, so many games (3!).

It's also one of the longest pieces I've published on my blog. Apparently I had more to say about DXC than about my homelab or even that one October leading up to Halloween where I watched the entire Friday the 13th, Scream and Halloween franchises and wrote a bit about all movies. 🤯

That's a lot of words.

You've been warned! 😬

Schafe sind bessere Rasenmäher | Castlevania: The Dracula X Chronicles (2007)

The demoscene event @demoparty_no Black Valley was this weekend. I entered music in newschool music and in the black metal competitions. I came in at first place in the black metal competition and in 12th place in newschool music. In the newschool compo I sort of went back to how I used to make music. Had lots of joy making it. This is the track No Light, No End from the newschool compo. #demoscene #ambient

https://www.youtube.com/watch?v=Q66crenMkXM

Proteque - No Light, No End

YouTube

GDC 2013: "Advanced Visual Effects with DirectX 11: The Rendering Technologies of Crysis 3" by Tiago Sousa of Crytek https://gdcvault.com/play/1017626/Advanced-Visual-Effects-with-DirectX

Oh boy, a Tiago Sousa presentation! And he doesn't disappoint 😁

He covered a bunch of different topics:

1. Optimizations to their G-buffer. Previously, they had a bunch of content that couldn't be rendered into the G-buffer because it uses some special material properties.

1/5

Advanced Visual Effects with DirectX 11: The Rendering Technologies of Crysis 3

Brought to you with the collaboration of the industry's leading hardware and software vendors, this day-long tutorial provides an in-depth look at the Direct3D technologies used in DirectX 11, and how they can be applied to cutting-edge PC game...

@Truck your profile blurb says you want a reason I want to follow -- I'm just a demoscene fan, have been since the early 90s, and feel like I'll enjoy your posts and things you boost.

Someone made an interactive series of challenges/exercises to learn graphics programming. It's very polished.

https://shaderacademy.com/

I don’t think you can talk about graphics rendering without sounding like a witch/wizard

The moment you say “texture coordinate”, “matrix transformation”, “screen space”, “vertex shader” or “quaternion” (if you’re into that kinda thing), it’s all over. Put the pointy hat on.

"Let's Learn x86-64 Assembly!" by @nicebyte

This is a really good absolute basics intro to x64 assembly, and includes a bunch of stuff I certainly didn't know.

https://gpfault.net/posts/asm-tut-0.txt.html

Let's Learn x86-64 Assembly! Part 0 - Setup and First Steps

@maxleibman
Sadly, I don’t have any late-1960s mainframes or punchcards from then, but our pantry has an early 1990s SGI Espressigo, a Gaggia espresso machine built into an Indigo workstation case, created by our Munich office, mostly found in SGI offices, but a few of us bought them for home.