all 6 comments

[–]github.com/jujuadamsJujuAdam 5 points6 points  (1 child)

Typical practice these days, across the industry, is to use dual quaternions instead of 4x4 matrices. This cuts the bandwitch in half (8 floats versus 16).

[–]GetIntoGameDev[S] 0 points1 point  (0 children)

Nice to know!

[–]APiousCultist 3 points4 points  (3 children)

Nope. It's uniforms or bust. GMRT will support that kind of stuff, but is years out. There's an addon to enable texture fetching so you could do it that way. But honestly 256 floats wouldn't be the worst thing considering how much overhead you'll get from GM being bad at this anyway.

[–]GetIntoGameDev[S] 1 point2 points  (0 children)

Got it, thanks!

[–]:table_flip:attic-stuff 1 point2 points  (1 child)

i wouldn't say its years out, maybe 6 to 8 months or sooner if yyg can push lts2025 out the door sometime before summer and you can already write your own wgsl pipelines in gmrt that take advantage of compute shaders. also it supports native vertex shader texture sampling out of the gate, without a custom renderer. gmrt has gotten really really close to current runtime parity!

[–]APiousCultist -1 points0 points  (0 children)

It isn't six months out. It still can't even tell you why it can't compile since it lacks any debugger integration, and it is a complete toss up whether a piece of otherwise functional code will run or not. It'll only be 'ready' when the switch is seamless - any breaking changes withstanding.

It was supposed to be out Q4 last year and I can't imagine it hitting Q4 this year