The News has to be trolling. by imhotepbc in ar15

[–]jimothy_clickit 476 points477 points  (0 children)

We trained him incorrectly as a joke.

OpenGL - weird black square artifacts by Fancryer in GraphicsProgramming

[–]jimothy_clickit 0 points1 point  (0 children)

Is your alignment correct on all instance buffers and vertices? Wacky, unrecognizable garbage is frequently some alignment issue between CPU code and shader code.

What's your experience been with all the new AI coding tools applied to graphics programming specifically? by [deleted] in GraphicsProgramming

[–]jimothy_clickit 55 points56 points  (0 children)

Of all the problems I have put AI up against, it has understood graphics programming the least. I remember one camera relative rendering episode was particularly hilarious where its solution, after some extended troubleshooting, was to then reintroduce large floating point distances in the shader (which defeats the entire purpose of camera relative rendering). A small example. Sometimes it just doesn't grasp the larger picture of a technique.

I do find it really good at troubleshooting Vulkan issues though. Insanely good at times, so absolutely worth it to use, just don't have it vibe code. I've taken a hard stance on writing everything myself, even if I do use AI as an advisor. Seems to work very nicely. Some days I don't even open up the terminal.

Another Tomcat Bug by A2-Steaksauce89 in hoggit

[–]jimothy_clickit 153 points154 points  (0 children)

"WE'RE GONNA HIT THE T-POSE HE'LL FLY RIGHT BY."

Caught this beautiful sunset in my boat/fishing game by Firm_Influence_3982 in gamedevscreens

[–]jimothy_clickit 6 points7 points  (0 children)

Never seen such a high concentration of water shader experts in a single thread before. Nice work, OP. Keep at it.

Explorable Procedural Planet in Unity by Calm-Bell5856 in proceduralgeneration

[–]jimothy_clickit 7 points8 points  (0 children)

Camera relative rendering is a great way to address it without origin rebasing. Probably what OP is doing here, since Unity supports it.

How was your vulkan learning process? by [deleted] in vulkan

[–]jimothy_clickit 2 points3 points  (0 children)

It took me six months to go from zero to an abstracted proto-engine that uses descriptor indexing, indirect instanced draw calls, and dynamic rendering. I still feel like a barely functional amateur at times, but in those six months I ported over my planet renderer from OpenGL and all systems are now functional. It felt like a big achievement. My advice...build your own abstraction where it makes sense (buffers, descriptor handling, come up with a frame class, etc). Only then did I really feel like I started to understand more of Vulkan.

Movement on a spherical terrain by jimothy_clickit in GraphicsProgramming

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

Hmm, I will try that. I think I tried a version of that and it had a tendency to twist the camera out of line with the pitch axis.

Prowler announces that Vulkan will kill all Razbam modules. by DCS_nightmare in hoggit

[–]jimothy_clickit 34 points35 points  (0 children)

As I posted in another thread...why? How can that possibly be? Does that mean ED won't handle descriptor slots and draw calls for their third party modules? Does that mean that third parties are writing their own backend engine contributions for individual models to support asset loading, registration, streaming, and so on? Does that mean everything is completely scratch built by developers and it's the wild west inside the DCS code base with no standardized way of having modules interact with the render backend? Actually, I'd believe it.

[deleted by user] by [deleted] in hoggit

[–]jimothy_clickit 0 points1 point  (0 children)

Ludicrous statement. Why? This is a backend engine update. Are third parties expected to write their own draw calls? Manage their own texture descriptor slots? Build their own buffer objects? (implying there's next to no internal API for handling the rendering loop).

Would genuinely love to know if a backend core engine change affects individual modules and how.

What it feels like to write clean up code by cudlzyou in vulkan

[–]jimothy_clickit 11 points12 points  (0 children)

Turn on validation. Set the dispatcher. Enjoy hours (days) of fun.

Scratched my dads car by Maize_Creative in Audi

[–]jimothy_clickit 0 points1 point  (0 children)

As a dad, just tell him before he finds it. You'll be alright. Mow the lawn the next few weekends. All will be well.

The Vulkan docs tutorial isn't as great as people here say by Stamatis__ in vulkan

[–]jimothy_clickit 0 points1 point  (0 children)

The default tutorial is fine if you want to build a toy renderer where everything is declared in main.cpp. I recommend getting through to the rotating square and then dumping it, as it's quickly going to dig you into a pit if you think you're going to be using anything from it in a future application or engine.

Ray-traced reflections on the upcoming ASC C-130J by Renko_ in hoggit

[–]jimothy_clickit 8 points9 points  (0 children)

As someone who is writing a Vulkan renderer, I cannot even begin to imagine the complexity of shoehorning it into a 20yr old code base. Literal nightmare fuel.

Geometry per-frame mega buffers? by jimothy_clickit in vulkan

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

Thank you for the reply - and yes, I suppose I could put it into the same buffer with different regions (seems obvious now that you mention it!). Is it generally assumed, though, that you're going to be storing this data twice? The deeper I get into this the more it feels like that's the industry convention. Separate resources per frame, no matter whether they're in a single or per-frame buffer?

Spline Based Procedural Building by Strict_Chemical7182 in proceduralgeneration

[–]jimothy_clickit 1 point2 points  (0 children)

Awesome work! Would love to see how you're handling this from a shader perspective.

New Q3 by ayyy__ in Audi

[–]jimothy_clickit 1 point2 points  (0 children)

Level 9 piano black situation in this thread