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redcamel15
๐Ÿš€ RedGPU V4.2.0-Alpha ๊ณต์‹ ๋ฆด๋ฆฌ์Šค! 1๏ธโƒฃ SSBO (Shader Storage Buffer Object) ๊ตฌ์กฐ ํ†ตํ•ฉ * ๋ฉ”์‹œ์™€ ์žฌ์งˆ ๋ฐ์ดํ„ฐ๋ฅผ ์ „์—ญ ์Šคํ† ๋ฆฌ์ง€ ๋ฒ„ํผ(SSBO)์— ํ†ต์ผ! * ์ธ๋ฑ์Šค ๋ฒˆํ˜ธํ‘œ ๊ธฐ๋ฐ˜์˜ ๊ณ ์† ์กฐํšŒ๋ฅผ ํ†ตํ•ด ๋“œ๋กœ์šฐ์ฝœ ๋ฐ”์ธ๋”ฉ ๋น„์šฉ์„ ํš๊ธฐ์ ์œผ๋กœ ์ฐจ๋‹จํ–ˆ์Šต๋‹ˆ๋‹ค. - globalVertexSSBO (2,000 ์Šฌ๋กฏ): ๋ฉ”์‹œ ๋ณ€ํ™˜ ๋ฐ ๋ฒ„ํ…์Šค ์—ฐ์‚ฐ ์†์„ฑ - globalFragmentSSBO_PBR (1,024 ์Šฌ๋กฏ): PBR ์žฌ์งˆ ์†์„ฑ ๋ฐ GLTF ํ™•์žฅ ์˜ต์…˜ ์ œ์–ด - globalFragmentSSBO_BuiltIn (1,024 ์Šฌ๋กฏ): ๊ธฐ๋ณธ ๋นŒํŠธ์ธ ๋จธํ‹ฐ๋ฆฌ์–ผ ์†์„ฑ ์ œ์–ด 2๏ธโƒฃ CPU ์ปฌ๋ง (Culling) ์ตœ์ ํ™” ์‹œ์Šคํ…œ * ์กฐ๊ธฐ ํƒˆ๋ฝ (Early-Out): ์นด๋ฉ”๋ผ ๋’คํŽธ ๋ฌผ์ฒด๋Š” ๋ณต์žกํ•œ 6-Plane ์ถฉ๋Œ ๊ฒ€์‚ฌ ์ „, ๋‹จ์ˆœ 1ํšŒ ๋‚ด์ (Dot Product) ์—ฐ์‚ฐ์œผ๋กœ ์šฐ์„  ์ œ์™ธํ•ด ์—ฐ์‚ฐ ๋ถ€ํ•˜๋ฅผ ํฌ๊ฒŒ ๋‚ฎ์ท„์Šต๋‹ˆ๋‹ค. * ๊ฐ€๋ณ€ ์ธํ„ฐ๋ฆฌ๋ธŒ๋“œ ์ปฌ๋ง: ์”ฌ์˜ ๋ฌผ์ฒด๋“ค์„ 4๊ฐœ ๊ทธ๋ฃน์œผ๋กœ ๋ถ„ํ• ํ•˜์—ฌ ๋งค ํ”„๋ ˆ์ž„ 1/4์”ฉ ์ˆœ์ฐจ ๊ณ„์‚ฐํ•˜๋ฉฐ, ์นด๋ฉ”๋ผ ์†๋„์— ๊ฐ์‘ํ•˜์—ฌ ์ฃผ๊ธฐ๋ฅผ ์‹ค์‹œ๊ฐ„ ์กฐ์ ˆํ•ฉ๋‹ˆ๋‹ค. * ์›๊ฑฐ๋ฆฌ ์•„์ฃผ ์ž‘์€ ๋ฌผ์ฒด ์ƒ๋žต: ํˆฌ์˜ ๋†’์ด๊ฐ€ ํ™”๋ฉด ์„ธ๋กœ ๋Œ€๋น„ 1% ๋ฏธ๋งŒ์ธ ๋ฌผ์ฒด๋Š” ๊ทธ๋ฆฌ๊ธฐ์—์„œ ์ œ์™ธํ•ด ๋“œ๋กœ์šฐ์ฝœ ๋น„์šฉ์„ ์ ˆ๊ฐํ•ฉ๋‹ˆ๋‹ค. 3๏ธโƒฃ ๋ชจ์…˜ ๋ธ”๋ Œ๋”ฉ & ์• ๋‹ˆ๋ฉ”์ด์…˜ ์‹œ์Šคํ…œ ๊ณ ๋„ํ™” * ์• ๋‹ˆ๋ฉ”์ด์…˜ ์ƒํƒœ ๋จธ์‹  (AnimStateMachine) ๋„์ž…: ์ƒํƒœ ๋ฐ ์ „์ด ์กฐ๊ฑด์— ๋”ฐ๋ผ ์‹ค์‹œ๊ฐ„ ๋ฏน์„œ ๋ ˆ์ด์–ด์˜ ๊ฐ€์ค‘์น˜์™€ ํฌ๋กœ์ŠคํŽ˜์ด๋“œ๋ฅผ ์‹œ์Šคํ…œ์ด ์ž๋™ ์ œ์–ดํ•ฉ๋‹ˆ๋‹ค. * CPU-Side TRS Blending: ๋กœ์ปฌ ์ŠคํŽ˜์ด์Šค์—์„œ ๋ชจ์…˜์„ ๋จผ์ € ๋ฏน์‹ฑํ•˜์—ฌ ์—ฐ์‚ฐ ์˜ค๋ฒ„ํ—ค๋“œ๋ฅผ ์ค„์˜€์Šต๋‹ˆ๋‹ค. * ์ตœ๋‹จ ๊ฒฝ๋กœ SLERP ๋ณด์ •: ํšŒ์ „ ๋ฏน์‹ฑ ์‹œ ์ฟผํ„ฐ๋‹ˆ์–ธ ๋‚ด์  ๊ณ„์‚ฐ์œผ๋กœ ๊ผฌ์ž„์„ ๋ฐฉ์ง€ํ•˜๋ฉฐ ์ตœ๋‹จ ๊ฒฝ๋กœ ๋ณด๊ฐ„์„ ๊ณ„์‚ฐํ•ฉ๋‹ˆ๋‹ค. ๐Ÿ”— ๋ชจ์…˜ ๋ธ”๋ Œ๋”ฉ ๋ฐ๋ชจ: redcamel.github.io/RedGPU/exโ€ฆ ๐Ÿ”— ์บ๋ฆญํ„ฐ ์ œ์–ด ๋ฐ๋ชจ: redcamel.github.io/RedGPU/exโ€ฆ 4๏ธโƒฃ ๊ทธ๋ฆผ์ž (Shadow) ์‹œ์Šคํ…œ ๋ณ€๊ฒฝ * ๋™์  ํ”„๋Ÿฌ์Šคํ…€ ํ”ผํŒ… (Tight Fitting): ๋งค ํ”„๋ ˆ์ž„ ๋ฉ”์ธ ์นด๋ฉ”๋ผ ๋ทฐ ํ”„๋Ÿฌ์Šคํ…€ 8๊ฐœ ์ •์ ์„ ์›”๋“œ ๊ณต๊ฐ„์œผ๋กœ ์—ญํˆฌ์˜ํ•ด ๊ทธ๋ฆผ์ž ์ƒ์ž ๋ฒ”์œ„๋ฅผ ๊ฝ‰ ์ฑ„์›€์œผ๋กœ์จ ํ•ด์ƒ๋„ ๋‚ญ๋น„๋ฅผ ๋ฐฉ์ง€ํ•˜๊ณ  ๊ทธ๋ฆผ์ž ํ™”์งˆ์„ ๊ทน๋Œ€ํ™”ํ–ˆ์Šต๋‹ˆ๋‹ค. * ๊ทธ๋ฆผ์ž ๋Ÿฐํƒ€์ž„ ์ œ์–ด: ๋ฐฉํ–ฅ์„ฑ ์กฐ๋ช… ๊ทธ๋ฆผ์ž ๊ด€๋ฆฌ์ž์— ๊ฐ•๋„(strength) ๋ฐ PCF ํ•„ํ„ฐ ๋ฒˆ์ง ์กฐ์ ˆ(filterScale) ์†์„ฑ์„ ์ถ”๊ฐ€ํ•˜์—ฌ ๋Ÿฐํƒ€์ž„ ์กฐ์ ˆ์ด ๊ฐ€๋Šฅํ•ฉ๋‹ˆ๋‹ค. ๐Ÿ”— ๊ทธ๋ฆผ์ž ๋ฐ๋ชจ: redcamel.github.io/RedGPU/exโ€ฆ ๐Ÿ”— GLTF ๊ทธ๋ฆผ์ž ๋ฐ๋ชจ: redcamel.github.io/RedGPU/exโ€ฆ --- ๐Ÿ”— ๋” ์ž์„ธํ•œ ๋ฆด๋ฆฌ์ฆˆ ๋…ธํŠธ์™€ ์ฝ”๋“œ๋Š” GitHub์—์„œ ํ™•์ธํ•ด๋ณด์„ธ์š”! ๐Ÿ‘‰ github.com/redcamel/RedGPU/rโ€ฆ #WebGPU #Web3D #JavaScript #RedGPU #GraphicsProgramming #GameDev #FrontEnd
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TrishaMayDev
Got the shininess settings I wanted for my PBR implementation. It took a bit of tweaking , but em really happy with how it's looking at the moment ๐Ÿ’ƒ Still room for improvement! ๐Ÿ˜Š #GraphicsProgramming #Vulkan #GameDev #PureCSharp #DotNet
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theredpix
#SiliconHistory post One of the most overlooked pieces of silicon in the 7th generation was the #Xbox360 Xenon CPUโ€™s VMX128 SIMD unit. While the #PS3 Cell excelled at high throughput data parallel workloads through its #SPEs, the #box360 #Xenon was not merely a generic #PowerPC CPU. Its VMX128 #SIMD extension was a game-focused enhancement of PowerPC VMX/AltiVec, adding a larger vector register file and specialized instructions that mapped unusually well to common game-engine math workloads, especially vector dot products, transforms, animation, physics, culling, and other linear-algebra-heavy code. Arguably, Xenonโ€™s strongest capability was performing a Vector3 dot product per cycle together while avoiding the extra w component of a Vector4. That is something very few modern CPUs can do as directly for this specific operation. This instruction set gave the #Xbox 360โ€™s Xenon a major advantage. In dot-heavy arithmetic workloads, it would realistically outperform top-of-the-line 2005 #PC CPUs like #Intel Pentium EE 840 and #AMD Athlon 64 X2 4800 by roughly 2.7ร— to 6.7ร— in raw arithmetic capability. Those high-end PC chips had no equivalent #SSE dot-product instruction. Their SIMD paths had to construct the same result through a sequence of vector multiplies, shuffles, horizontal additions, and broadcasts. That mattered because dot products are everywhere in game engines: transforms, 3D rendering, skeletal animation, #physics constraints, collision detection, frustum culling, lighting calculations, projections, pathfinding, and plane tests. However, Xenon, as an in-order CPU, was not as strong in branch heavy code, pointer-heavy code, or code that was not cache friendly by nature. For the mathematics at the heart of a 2005 game engine, VMX128 gave the Xbox 360 capabilities that desktop CPUs would not match as directly until later SIMD extensions arrived and general transistor counts increased. github.com/NationalSecurityAโ€ฆ #Xbox #Xbox360 #Xenon #VMX128 #SIMD #GameDev #GameEngine #GraphicsProgramming #Cpp #CPU #Intel #AMD #RetroHardware #math #screenshotsaturday
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TrishaMayDev
WIP Integrated ORM map feature๐Ÿ’ƒbut still need to choose which texture channel is used by the artist ๐ŸŽจfor each map. It would need a controls for adjusting the intensity or influence of each channel color.๐Ÿงฎ #GraphicsProgramming #Vulkan #GameDev #PureCSharp #DotNet
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TrishaMayDev
โœจ Fixing my TBN for my PBR to make the shading look much more natural. Still tweaking it, but I'm really happy with the results so far! ๐Ÿ’– Playing with Master Chief model while waiting for Halo evolved ๐ŸŽฎ #GraphicsProgramming #GameDev #IndieDev #Vulkan #PureCSharp #DotNet
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TrishaMayDev
My WIP PBR said,"Trust the process."๐Ÿ’–โœจAll the essential maps are showing, the final color is still on its villain arc. We'll fix her later ~ today we're celebrating the small wins.๐Ÿ’…๐ŸŽ‰ It's Halo! Master Chief!๐Ÿคญ #GraphicsProgramming #GameDev #PBR #Vulkan #PureCSharp #DotNet
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axiopistis
Key takeaway: To become a graphics programmer, start by mastering fundamentalsโ€”graphics pipelines, shading languages, math for transformations, and performance-conscious coding; hands-on projects accelerate mastery. #GraphicsProgramming #GPGPU #ComputerGraphics
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WeVennStudios
We started building our own WebGPU engine last year from the ground up... no dependencies, custom ECS and all. In February, we finally got grass working, including proper object interaction. Still early, but itโ€™s been satisfying watching it come to life. #WebGPU #GameDev #IndieDev #CustomEngine #ECS #GameEngine #GraphicsProgramming #IndieGameDev
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webgl_webgpu
โšก WebGPU gets a smaller, faster path for per-draw data. Chrome 149-150 adds immediates, tightens transient attachment validation, and keeps Dawn moving in the direction developers actually feel: less ceremony around the hot path. ๐Ÿ”— webgpu.com/news/chrome-149-1โ€ฆ #WebGPU #WGSL #Chrome #GraphicsProgramming #WebDev @Google @googlechrome
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LionCatDev2002
Testing out bots n stuff for more liveliness in the server! also, we are going server authoratative! try now: tanker.bunnylabs.dev #gamedev #indiedev #software #programming #graphicsprogramming
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LionCatDev2002
You can now kill other players! (they just respawn for now) also added invert Y for changing the mouse direction if you want that :p #gamedev #indiedev #software #programming #graphicsprogramming #webgl
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LionCatDev2002
One major rework to add in scene support for the game. Now there is a menu scene :D currently has only 1 tank but in the future, will have support for selecting from a range of tanks! #gamedev #indiedev #software #programming #graphicsprogramming #webgl
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LionCatDev2002
Updated the new map :p try it out: tanker.bunnylabs.dev #gamedev #indiedev #software #programming #graphicsprogramming #webgl
Loaded in the new desert map needs a lot of work ngl and probably gonna have to make the map a lot bigger #gamedev #indiedev #software #programming #graphicsprogramming #webgl
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LionCatDev2002
Loaded in the new desert map needs a lot of work ngl and probably gonna have to make the map a lot bigger #gamedev #indiedev #software #programming #graphicsprogramming #webgl
Working on a new map for my game
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LionCatDev2002
Not much to show for the tank game today I started moving all the logic into the server starting with the bullet, client will only be used for rendering. gameplay should still be the same tanker.bunnylabs.dev #gamedev #indiedev #programming #graphicsprogramming #webgl
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martiano
luz just reached 350 stars on GitHub! I worked on this project for 15 months, but never launched it because I thought it "wasn't ready" Then @rameerez said I should launch it regardless, so I did it last week Maybe you should also release your personal project that's been sitting on GitHub for a long time! Since then it got over 250k views, reached Hacker News frontpage, #4 post of the year on r/GraphicsProgramming and 350 stars on GitHub The project is open source, check it out ๐Ÿ‘‡๐Ÿป
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