glaze
glaze on Hacker News
Reading the title, I thought this was going to be about the origins of the Unity game engine.
Nice, torille!
I also got my first and so far only kernel patch submitted years ago:
On my MacBook Pro 2010 with GeForce 320M running any OpenGL application, even glxgears, would crash because it ran out of memory. So I dug into nouveau drm code and found out that some memory related function was using wrong code path for that GPU.
It took some time to figure out how to submit a patch but it felt nice after I got it accepted.
I didn't even know about those patch sanity-checking scripts back then, they look useful for potential future patches!
His successor was Mauno Koivisto.
If you initialize it like this you get a warning:
x = { size };
You're right that it's not free. But compared to the whole game engine codebase size the renderer backend is usually not big.
Yup, I doubt he has experience working in the games industry. Many engines support multiple graphics APIs and there's often only 1-2 employees implementing/maintaining them so speaking about vendor lock-in is not a strong argument.
Supporting both Vulkan and Metal in a game engine is not a huge task. I work in the games industry, my job is to implement and maintain graphics backends to a renderer engine, so I can speak from experience.
Aether3D Game Engine (Linux/Windows/mac/iOS, Vulkan/D3D12/Metal)
https://github.com/bioglaze/aether3d
Some people like making games, I like making game engines. I don't have a specific goal/target in mind while making it. I've written several game engines since the nineties, and this is my most recent version.
I have abandoned many of my older engines at some point to develop a new one, but with this engine I'll try to keep developing it a lot further before making a new engine.
It was called like that also in Finland in the 80s/early 90s.
Quantum Break is a modern Xbox One & PC game and uses D in some subsystems.
No. Mantle, on which Vulkan is based on, was AMD only. AMD gave it to Khronos and it evolved into Vulkan.
The tax of supporting multiple APIs is not always huge. I recall reading that Unreal's Vulkan support was done by 1 or 2 employees.
One reason is that shaders are stored as text and require each driver vendor to write parsers for them and not everyone implements them in the same way.
I don't think the lock-in in the case of graphics APIs is too bad, because even for large codebases implementing a new graphics API support is often done by one or two persons.
Get Unity or Unreal. Unity uses C#, Unreal uses C++ or a visual scripting system called Blueprints.
Oceanhorn is very Zelda-like, originally made for iOS but later ported to many other platforms. It got great reviews and is not free-to-play.
I wouldn't leave my bike unlocked in Helsinki. Just last year my bike was stolen near the Parliament house (Kiasma) even though it was locked to the stand.
NVIDIA recently updated their mainline driver to support it on Windows and Linux. AMD's support is in beta driver and only for Windows.
I live in Espoo, but spent my childhood/adolescence in Turku.
I live in Finland and we do the same thing here.
Posted by
glaze on Saturday August 17, 2013 @01:23PM
from the fabiensanglard.net dept.
Posted by
glaze on Friday June 21, 2013 @09:23AM
from the fabiensanglard.net dept.
Kaveri also means "buddy" in Finnish.
Sometimes they release old videos for free, but it can take years.
Assembly is mostly used to optimize rarely maintained vector/matrix SIMD operations and even then it's mostly wrapped in intrinsics.
I store backups on mine. I also store them on an HDD, but redundancy is the way to go with backups.