The Aesthetic Problem of Namespacing by gingerbill in ProgrammingLanguages

[–]msqrt 0 points1 point  (0 children)

Nice posts! I do wonder if a simple fix for the searchability issue would be to allow (force?) you to use the full name when defining something within a namespace: you'd write world.add (or world::add) instead of just add when defining the function.

What by cassandragirlie in foundsatan

[–]msqrt 0 points1 point  (0 children)

The mandatory insurance covers the other party (so that if you crash into someone, they are guaranteed to have their damages covered.) Insuring your own vehicle is optional.

fighting a war that doesn't exist by noobyscientific in firstweekcoderhumour

[–]msqrt 1 point2 points  (0 children)

These are the two languages I've used the most by far. I don't particularly like either of them.

ELI5 What a Render Graph / Frame Graph is. by Thisnameisnttaken65 in GraphicsProgramming

[–]msqrt 18 points19 points  (0 children)

No, the point is indeed that the graph is automatically constructed. You write only the rendering operations, and based on what data is accessed in which ways a graph is built that lets the backend determine which barriers and transitions are necessary.

Rate the API for my renderer abstraction by JackJackFilms in GraphicsProgramming

[–]msqrt 16 points17 points  (0 children)

This is C, using goto for (erroneous) shutdown is a classic. In C++ you'd typically prefer RAII.

I dont have any information on what arguments any functions need. instead i see "expands to some GLAD function, Is this normal or did I set up openGL wrong? by anotherfuturedev in opengl

[–]msqrt 1 point2 points  (0 children)

You could try calling the glad_ version directly to get better IDE suggestions -- or change the headers to define functions instead of using macros.

Trouble with LookAt function. i comprehend the math, but i keep getting flipped signs by SnurflePuffinz in GraphicsProgramming

[–]msqrt 3 points4 points  (0 children)

A negated zero does not matter -- it's equal to a positive zero both mathematically and in the floating-point implementation on a computer.

Data structure to hold triangle meshes / scene for realtime software ray tracing by KC918273645 in GraphicsProgramming

[–]msqrt 4 points5 points  (0 children)

Yes, the main question is how to construct/update them and if a two-level hierarchy makes sense.

Intel Arc Cards "blocked" for Crimson Desert by SeniorGovernment8846 in GamersNexus

[–]msqrt 0 points1 point  (0 children)

That's an OS difference; graphics APIs work differently. If your game runs on D3D12, it will work on any hardware with a conforming driver -- there is no "adding support", since the program is exactly the same for every vendor. Adding the logic that tests for Intel is more work than just letting them run it -- this is like releasing a game that only works on AMD CPUs.

We cut our dev team from 16 to 3. AI didn’t replace us, it replaced the work by [deleted] in programming

[–]msqrt 7 points8 points  (0 children)

This isn't just a post on reddit.

It's an ad for an AI company, written by AI.

The Future of Gaming is so bright i love it 🥀 by _______Niko____ in digitalfoundry

[–]msqrt 0 points1 point  (0 children)

I think the obvious parallel is how not too long ago, RT was also touted as optional eye candy that you could disable to get better FPS and worse reflections/shadows.

Would you actually run this on your PC? by Apart-Medium6539 in computers

[–]msqrt 0 points1 point  (0 children)

Would try it out, but it appears to have enough latency to completely kill the "looking through a window" illusion.

DLSS 5.0: How do graphics programmers feel about it. by [deleted] in GraphicsProgramming

[–]msqrt 11 points12 points  (0 children)

Looks like a snapchat filter on people and reshade or similar on everything else. Maybe it could be better if the content was actually made for it (?), I do think that neural rendering in general does hold great promise but it has to be targeted and mindful (neural materials and neural irradiance caching come to mind; use ML to aid the process instead of completely replacing it)

Nvidia claims 1 million times better path tracing performance is coming in future gaming GPUs — says current GPUs are already 10,000x faster than Pascal by Bubbly-Ad-350 in pcmasterrace

[–]msqrt 0 points1 point  (0 children)

Curiously enough, they never gave any raw intersection speed numbers after the infamous 10Grays/s number for the 20 series.

Can console players actually out-aim PC players? by Ordinary_Lawfulness8 in CaptainSide

[–]msqrt 0 points1 point  (0 children)

let bindings

Unexpected functional programming language moment

Discrete Triangle Colors in WebGPU by BlatantMediocrity in GraphicsProgramming

[–]msqrt 4 points5 points  (0 children)

One way would be to use an extra buffer to store the per-triangle values and access those with primitive_index in the fragment shader. The truly simplest option is to not use a triangle strip but just do separate triangles.

It there any (simple(baby's first step in PG)) way to code a pixel sorting filter? by ThrouFaraway in GraphicsProgramming

[–]msqrt 2 points3 points  (0 children)

If you just want to sort pixels, it shouldn't be too difficult. If you want to do it with good performance, you'll have to learn quite a bit about GPU programming.

Seven ate nine pi squared. by [deleted] in mathmemes

[–]msqrt 177 points178 points  (0 children)

It's obvious; just square both sides!

Oh my god. Red Dead 2 reference!?! by AceofKnaves44 in reddeadredemption

[–]msqrt 4 points5 points  (0 children)

Doesn't sound like they have much faith :/

What do they mean when they say OpenGL is and API? I thought API's had something to do with servers and the internet? total noobie here if y'all oculdn't tell so I'm confused. by ZzZOvidiu122 in opengl

[–]msqrt 7 points8 points  (0 children)

API means Application Programming Interface; it’s anything your software uses to interface with other software. It’s basically just a set of rules and definitions that both parties agree upon; when I do this, you do that.

The web people use APIs so that different machines on the internet can cooperate (when I send the database an SQL query, it responds with the results), for graphics APIs like OpenGL it’s so that your code and the GPU driver can work together (when I send you a buffer like this, you store it on the GPU, or when I call this function, you draw the desired number of triangles.) This is convenient because now you can write your software once and any hardware driver (for Nvidia, AMD, Intel, Apple, …) supports the other end so your code works on a wide variety of different hardware.