C# lover and Unity Performance Maniac. | 🇺🇦 переможе | Cutting milliseconds for money | meetem.bsky.social

Belgrade, Republic of Serbia
DX12 Bindless Plugin for Unity3D is now open source, and you can use it in your projects! Can be useful for writing a custom GPU Driven Renderer. (github below)
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Optimized long standing shEvaluateDiffuseL1Geomerics, AMD RGA speaks. Interesting that compiler haven't optimized SQRT out automatically. Godbolt: Tq7PzKh79
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Even more optimized version with optional `pow` appoximation (faster even without it)
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Very smooth 4-tap PCF shadows. Not sure if it's possible to make them even smoother in 4 taps
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Продолжая тему взвешенного подхода к использованию AI. Наткнулся тут на интересную заметку - "Breaking the Spell of Vibe Coding". Довольно интересный текст о рисках бездумного вайбкодинга. Всем разработчикам (и не только им, конечно) известно понятие flow state ("состояние потока"), то самое, когда хорошим программистам удаётся "своротить горы". Автор статьи рассматривает вариант этого состояния - dark flow, типа того, что испытывает лудоман, взаимодействуя с игровым автоматом, и утверждает, то же самое человек испытывает при вайбкодинге - когда ты вообще не смотришь на результирующий код, но крайне увлечён реализацией своей наверняка великой идеи. В результате такой работы получается "дом на песке", некая конструкция без внятной архитектуры, с кучей воркэраундов и багов, разваливающаяся под собственным весом по мере роста объёма кода. Примерно тот же результат, если вдуматься, что и у лудомана с голой жопой и коллекторами у входной двери. Думается мне, что что-то в этом есть.
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BTW Unity DXR is broken because they are using per-material variant to bind textures (sic!) instead of using bindless. So it’s hell as slow.
just wrapped up the PBR path tracer for my engine, and looks like it's about 5x faster than @UnrealEngine and 12x faster than @unity for the same scene. goal is to make this real time
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My terminology might be a really imprecise here tho, will conduct better tests to show what I mean exactly
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If you need custom engine mods, let’s keep in touch
Do you also dislike how Unity's WheelCollider only casts 1 center ray, so cars jump on every tiny bump? Did you also see 3rd-party assets doing like 16 rays per wheel and thought maybe it's kinda expensive? Did you know that PhysX can actually sweep convex shapes instead of rays?
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Oh boy this vibe coded software gives me strong Linux vibes. People are telling how easy it is, and nothing works properly in the end of the day.
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Been working on a voxel spaceship videogame for a long time here it is using @Meetem4's voxel renderer. We can have entities of 8000^3 cubes. 16 different shapes. Optimized to add millions of blocks in the octree below 1sec. Color can be changed without touching the chunk data
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Absolutely cozy game released ❤️
Florisium is finally out! 🌸 Play free now on iOS. After many years in development, we’re excited to share this calm little escape with you. Hope you enjoy it - and thanks for sharing!
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WIP HPC# Compiler (aka Unity Burst clone) For now it's just a little subset of instructions, control flow, method calling and conversions. But it's growing pretty fast and LLVM produces great code!
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Should I make a HPC# compiler? E.g. C# (MSIL) -> Native, will autovectorization and stuff (similar to Unity’s Burst, but without Unity and more flexible)
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Since people are posting their sparse octree voxel tracers those are some really old tests, each voxel supports [color, shape, rotation and textures] so I'm "free" from liberty to use just 64bit mask :(
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I'm using HDDA + "March Tracer" as I would call it, and HDDA fails miserably when there are a lot of empty spaces. There should be better optimizations tbh. I can't screen-space optimize stuff, because entire 8192^3 volume can be visible on the screen in full
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MarchTracer combines raytracer intersection with plane + SDF shape constraints. So out of 15 shapes 14 of them are just the parameters to the same function, so we don't suffer divergency here.
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They did it AGAIN
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YouTube’s greatest hit: Human There!
YOUTUBE JUST EXPOSED THEMSELVES??
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Ah, yes, replies are closed :) I wonder why
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