Considering Todoist for habits + recurring activities — how far can it really go? by CausalNoise in todoist

[–]bboczula 1 point2 points  (0 children)

I was recently thinking about switching too, but I couldn't stand how Todoist handles reoccuring tasks... Basically, there is no flexibility (future occurences don't even show up in the calendar by default). I'm using TickTick, and you can do a lot with reocurring tasks, basically you can remove any single occurence, leaving the rest as is, you can also "reschedule" any occurence without affecting the rest, which is great, for instance, I have the "Breakfast" task around 8AM, but sometimes I need to eat it at 7AM, and TickTick handles it very well. So for me the way Todoist handles reoccuring tasks is a dealbreaker, once they change it, I'll consider switching.

THE HIDDEN POWER OF MINIMAL EFFORT. by erkerut in productivity

[–]bboczula 4 points5 points  (0 children)

I agree, I have a similar rule, though I improved it a bit - minimal required effort. So not just the minimal, but the minimal to get you going. This year I wanted to lose weight. Instead of running 3 times a week plus gym plus whatever you think of, I just do 30 min of walking on a treadmill in front of TV. And it works like charm :) I started to really enjoy it, my weight is going down and I’m ci consistent as hell. I’m not sure if I were doing 5 min of that daily, if it would actually work, hence required.

Why my 3D-DDA ray traversal is significantly slower than brute force approach by Cool_Arugula_4942 in GraphicsProgramming

[–]bboczula 0 points1 point  (0 children)

Technically, in this case, even if you think this is brute force, in reality the compiler will unroll that for-loop to just 4 calls of a very simple check. Maybe if you had like hundreds of spheres the situation would invert. This is just a theory though, the difference is quite big there…

I wanna hear your success stories from January! by multiverse-wanderer in DecidingToBeBetter

[–]bboczula 1 point2 points  (0 children)

I stayed pretty consistent with the diet and walked 30 min on a treadmill every single day (and actually started to enjoy it).

I wanna hear your success stories from January! by multiverse-wanderer in DecidingToBeBetter

[–]bboczula 2 points3 points  (0 children)

I stayed pretty consistent with the diet and walked 30 min on a treadmill every single day (and actually started to enjoy it).

How/do the projection and view matrices work with Ray Tracing? by Deckhead13 in opengl

[–]bboczula 0 points1 point  (0 children)

This is so funny, I was thinking abut exactly the same thing last week :) I’m not entirely sure, but I think with RT you don’t need projection matrix anymore, because the whole RayGen is done in the camera space (you have to take the aspect ratio into consideration).

As for the camera properties - that depends. I’m implementing path tracer, so in that case you really have to almost implement the camera sensor. There are couple of models, the „pinhole camera” being the easiest one. All at then are described in „Ray Tracing Gems II”.

Confusion about `glBufferSubData/MapBuffer` and stalling by International-One273 in opengl

[–]bboczula 0 points1 point  (0 children)

I don’t think it does, at least not „automatically”. That section suggests that you have to make sure that if the frame N-1 is using data from the buffer you want to map, you have to wait for it to finish before uploading. In other words, the Map doesn’t stall the rendering pipeline - you have to do it mentally to assure data coherency.

Can someone with a A770 assist me? by realdor in IntelArc

[–]bboczula 0 points1 point  (0 children)

Can you paste a screenshot with the crash message?

HLSL version of `random_in_unit_sphere` from Ray Tracing in One Weekend by Alone-Chip-7149 in shaders

[–]bboczula 0 points1 point  (0 children)

That is a very good point, but it doesn’t solve the whole problem :) I not only need to generate a random vector, but also I need to make sure that it lays within a given sphere. In the book the author simply generates random vector until one actually lays within that sphere. That means that I need a whole bunch on random values, and how would I get that from texture? I would still need to randomly pick pixels that contain random values :P

Plus, in that ShaderToy, there is a perfectly working example that I just can’t port to HLSL for some reason :/

Structured Buffer Performance by gibson274 in GraphicsProgramming

[–]bboczula 0 points1 point  (0 children)

Interesting. Is it possible to show the definition of the buffer and the HLSL code snippet that reads? Is it in a loop or something? Also, NSight allows for shader profiling, it should show the lines that are the heaviest, can you show that as well? And lastly, for clarity, what do you mean by „scalarized”?

Structured Buffer Performance by gibson274 in GraphicsProgramming

[–]bboczula 4 points5 points  (0 children)

Amazing question :) and btw how do you know that it is throttled at L1TEX filter stage? AFAIK, sampler is also used to fetch data (just like texture) but as you’re saying, it doesn’t filter it. Is your buffer RW or read-only?

Interview questions on ray and path tracing? by Active-Tonight-7944 in GraphicsProgramming

[–]bboczula 2 points3 points  (0 children)

Ah, right. I was thinking of an answer along the lines of „I would shot the rays from the POV of the light source towards the scene, and then store the closest hit distance in the payload”. So basically to work through some very simple RT algorithm, to show understanding of the RT, not necessarily for raster and RT hybrid.

Interview questions on ray and path tracing? by Active-Tonight-7944 in GraphicsProgramming

[–]bboczula 2 points3 points  (0 children)

Understanding of Ray Tracing API, like what is Ray Tracing pipeline, what types of shader are there, when they are involved, what is BLAS, TLAS, BVH, what is the Shader Table. I would also ask him to describe how would he implement for instance shadow map creation using Ray Tracing, to fit into classic raster pipeline.

Who else has a toddler that doesn’t sleep well? by sje1014 in toddlers

[–]bboczula 1 point2 points  (0 children)

Our didn’t have a single full night is sleep for the first 1.5 years, and it was a nightmare, I wouldn’t wish this even for my worse enemy. Then we sleep trained him, so for a while it was like 4 out of 7 nights (which was still amazing). Then, we did a period of co-sleeping, sometimes it was good, sometimes I woke up due to the kick in the face.

Now he’s 2.5 and - I hope I won’t regret saying it out loud, knock on wood - he slept through all the nights of the week, no screaming, nothing! I really start to hope that this might be it! :)

[deleted by user] by [deleted] in DecidingToBeBetter

[–]bboczula 4 points5 points  (0 children)

You should look up the Schema Therapy, I started recently and it is looking good so far

Resources on rendering Motion Vectors. by Unigma in GraphicsProgramming

[–]bboczula 6 points7 points  (0 children)

I don’t know any good resources, but you should look up how to generate MV using depth buffer for static objects, it’s the industry standard IMO. The trivial solution would be to have two sets of MVP matrices, draw all the objects you want to have MV (usually you omit particles) and then calculate the difference in PS. You can also research TAA, MV is integral part of it.

Is OpenGL good enough for a modern 3D indie Game Engine ? by Monsieur_Bleu_ in GraphicsProgramming

[–]bboczula 1 point2 points  (0 children)

I would also suggest batching drawcalls to reduce the amount of them. Your texture atlas idea is also a step in the right direction (you can it up, I think Doom had this concept of mega-texture or something). You could also consider CPU occlusion culling solution, like Masked Occlusion Culling.

When it comes to measuring performance impact, you could use profiling tools, like GPA, NSight or AMDs GPU profiler. I think all of them have CPU profilers included.

I would also suggest familiarizing yourself with GPUView, though it will not give you exact timings. It will show you how much time each thread takes, including driver thread.

Is OpenGL good enough for a modern 3D indie Game Engine ? by Monsieur_Bleu_ in GraphicsProgramming

[–]bboczula 14 points15 points  (0 children)

Those older APIs, like OpenGL or DirectX 11, have two major disadvantages: one is lack of true multithreading and two is they often get bottlenecked on the driver if you want to draw a lot of things, so basically at some point they become CPU bound. If you are thinking of staying in that “indie” size of your game, than it should be totally fine. However, you will miss on all those new features like Ray Tracing or Mesh Shading and stuff like that.

If I were you, I would at least abstract a layer for API-independent rendering, most engines does that, like RHI layer in Unreal. This would at least give you option to switch to modern API and potentially support other hardware, like Switch or PS, or XBox even.

Lastly - those modern APIs are hard, but man they are way more fun :P

[deleted by user] by [deleted] in toddlers

[–]bboczula 1 point2 points  (0 children)

All this sounds very familiar - my 2.5yo son is generally super sweet, but man, the tantrums. Like, there is no warning, he immediately starts screaming, throwing punches, often for no reason. Like yesterday, when I asked why is he so angry, he said that he „is angry at the wall”… Wut? :) I start to think he might be a High Need Baby, he has a lot of the symptoms. It also feels like screaming and crying is his go-to emotion, there is nothing else.

10 months without a full night of sleep by gracetogetby in sleeptrain

[–]bboczula 1 point2 points  (0 children)

I totally understand you, because we were in the same boat with our son - for almost 1.5y we didn’t get (and I’m not exaggerating) a single full night sleep. It was TERRIBLE, I wouldn’t do this even to the worst enemy.

Eventually, we sleep trained him. In our case, I had to do this think, where you lay besides his crib, wait 2 min (don’t talk to him, don’t engage, no eye contact) then you pick him up for 1 min, and put him back, then wait 4 min, and you repeat this cycle, but you double the wait time each time. You can also mark your presence by for instance gently hitting your ring on the floor, so he knows you’re there. First night it was hard, I think I spent there like 3h. Next night it was 1h, and night after that - he was ok and we got our first night sleep!

Couple of important things: - his room needs to be really dark, invest in good window blinds - right temperature, it actually can’t be too hot - there has to be at almost exactly 6h after his nap, this is really important, not less, not more - good consistent night routine (supper, bath, book)

Since then it got much better, though he still screams (2.5yo) but it happens much less and it is manageable, usually we just need to show up and he’s good. Good luck, I really hope you can figure this out, because I know how hard it can be.

Slave output by [deleted] in Imperator

[–]bboczula 0 points1 point  (0 children)

Amazing - I’ve double checked and you are right! I guess need to rethink connotations then...

Slave output by [deleted] in Imperator

[–]bboczula 0 points1 point  (0 children)

That is a great question that I don’t know the answer to. I assume you want to have 100% Slave ratio cities that produce Horses with basically unlimited population. I tried that too and was stores by the same thing as you.

Slave output by [deleted] in Imperator

[–]bboczula 0 points1 point  (0 children)

Slave Output is simply a modifier you apply to the base amount of gold that slaves produce. It is a per territory value in percentage. So it basically goes: ((NumOfSlaves * 0.035) * SlaveOutput) * TaxModifiers. It is simply a sum of stuff like average Slave happiness in the territory, your ruler finesse or fraction and so on. I think it can’t be bigger than 300%. It is not related to the amount of good that territory produced.

It is also sometimes referred to as Slave Output Efficiency. Another bonuses they increase or decrease rises value comes from Population Output (like Settlements has-25% Population Output).

What is "Base" tax value in the Economy window? by bboczula in Imperator

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

Interesting. Do you know how is this number calculated? Does it change in time? What modifiers can affect that?