Graphics and game engines. Ex Amazon, WB, Cryptic, Riot. Now at: @ninepoints@mastodon.gamedev.place 🐘
Feb 27, 2022 • 15 tweets • 2 min read
With all the discussion on the STL, I wanted to make a quick thread to summarize the main reasons why many AAA studios (correctly) opt out of the STL. This isn't to say the STL isn't for *anyone*, but the reasons to avoid using it aren't unfounded either 1/🧵
The STL implementation varies depending on platform/compiler choice. This seems like a small matter, but sometimes we *need* the functions to behave in a controlled manner across all platforms. 2/n
Feb 27, 2022 • 4 tweets • 1 min read
When we dubbed "order-independent transparency" as such, we really missed the opportunity to name it "farraginous blending" or something (/s)
Dual-source blending could have been "biparous blending".
Apr 19, 2021 • 8 tweets • 2 min read
I see a lot of C++ hatemail in my twitter timeline, but before you go "all-in" on Rust, do your due diligence and consider the following things:
Does your job have a lot of specialized low level data structures with self referential pointers/refs? Well, you can't port this to Rust reasonably at all. The language *assumes* that types move destructively. It's a great default, but you can't turn it off.
Nov 10, 2020 • 14 tweets • 2 min read
For people interested making an engine that supports both Vulkan and D3D12, here's a quick summary of differences you should plan for. I can't comment about any other proprietary APIs (console), but setting yourself up for Vulkan/D3D12 is a decent start for all of them (1/n)
1. Descriptors in Vulkan are strongly typed and are untyped in D3D12. Descriptors in VK refer to buffers, images, samplers and must be provisioned for in a descriptor pool. Descriptors in D3D12 are simply virtual addresses, without type information
Jan 14, 2020 • 18 tweets • 3 min read
0/n) How to stay up-to-date with math as a working programmer (been asked this a bit after the last thread on learning graphics programming)
1/n) There are a few foundational tasks that I think engineers involved with computation/numerical work need to just *know* on any given day of the year, so if these techniques are a bit rusty, I would start here. These techniques are ...
Jan 10, 2020 • 20 tweets • 4 min read
0/n) How to learn graphics programming (but not in a hurry): self-study edition! This thread is highly opinionated, and not what I went through (technology changes), but what I would recommend today. You don't need all of the following to get a job...
but just start the path and continue learning and learning. Interview earlier than you think you're qualified and listen to feedback. Learning on a job is a lot easier than learning on the side.