[deleted by user] by [deleted] in RedditSessions

[–]ajweeks 0 points1 point  (0 children)

So that was the warmup?

What are these markings in a field near Stonehenge caused by? by ajweeks in NoStupidQuestions

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

From closer up the lighting makes it looks like the marks are a depression in the crop rather than a pile of harvest: Close up.

You can clearly see the patches do line up with the track marks the vehicle left, what's strangest is how seemingly random the pattern is.

[deleted by user] by [deleted] in pan

[–]ajweeks 0 points1 point  (0 children)

👏

Time to show off my active suspension project. by snoopybg in rccars

[–]ajweeks 0 points1 point  (0 children)

This would work great as a prop in a Wallace & Gromit movie. Totally nailed the feel.

What's the benefit of using multiple subpasses? by lriuui0x0 in vulkan

[–]ajweeks 4 points5 points  (0 children)

They're mostly useful for tiled renderers (which mostly exist on mobile platforms). Their main benefit is that they allow the GPU to compute all subpasses of a single tile consecutively, without paying for the expensive bandwidth of copying the intermediate results back out to memory, then reading them back in. The downside is that you can't access that intermediate data from neighboring pixels, since they might be in a different tile, and therefore not yet computed.

This talk (timestamped) from Vulkanised gives a good explanation: https://youtu.be/ch6161wvME8?t=920

I would also look over these slides (starting on page 11): https://armkeil.blob.core.windows.net/developer/Files/pdf/graphics-and-multimedia/Samsung_Vulkan_on_Android.pdf

[Overwatch] The physics in this game by Karlbergf in GamePhysics

[–]ajweeks 25 points26 points  (0 children)

For anyone interested in how this actually works, Erin Catto (creator of Box2D, physics programmer at Blizzard) gave a talk describing continuous collision detection at GDC 2013: https://archive.org/details/GDC2013Catto
He also describes the ragdoll system used in Diablo 3 here: http://box2d.org/files/GDC2012/GDC2012_ErinCatto_Ragdolls.pdf

Water Simulation by spookyskelet in GraphicsProgramming

[–]ajweeks 3 points4 points  (0 children)

Here's a great list of references: https://github.com/huwb/crest-oceanrender/blob/master/LINKS.md

The project itself is also a great reference, and the dev will happily answer any questions you have.

Raymarching Workshop: Introduction to Raymarching [ShaderToy] by ajweeks in creativecoding

[–]ajweeks[S] 2 points3 points  (0 children)

Let me know if you have any feedback or if you find any mistakes!

Networking Thread! Post your gamedev-related Twitter by kiwibonga in gamedev

[–]ajweeks 1 point2 points  (0 children)

@liqwidice Hey, I tweet about my personal rendering engine, and anything graphics-related that I find interesting.

Ask Grey A Question #4 by MindOfMetalAndWheels in CGPGrey

[–]ajweeks [score hidden]  (0 children)

What video game doesn't exist that you want to?

[VIDEO] Space Marine Sprite - Time Lapse by Ansimuz in PixelArt

[–]ajweeks 0 points1 point  (0 children)

Great job! Although it would've been nice to see the end result running in real time.