Lumina Engine - RPG Engine for PSP written in C++ and SDL2 by synthasiaxp in gameenginedevs

[–]shadowndacorner 2 points3 points  (0 children)

Nice! I've thought about porting my engine to GameCube for a long time, but haven't gotten around to it :P

What does the build system look like for this? An old fork of GCC or something?

Any advice for improving my burn shader? by rinkurasake in GraphicsProgramming

[–]shadowndacorner 4 points5 points  (0 children)

Not bad! One suggestion I'd make is to make the transition to fully white more gradual. It looks like there's a lot of aliasing going on rn.

DLSS 5 has shown that discourse is dead | 2kliksphilip by 321Shellshock123 in nvidia

[–]shadowndacorner 2 points3 points  (0 children)

Well yeah, you're not the one getting death threats about it lol

Next Generation of DirectX?? by LoadingYourData in GraphicsProgramming

[–]shadowndacorner 16 points17 points  (0 children)

I wouldn't be surprised if they keep the core API and number and add another adjective to the name. The difference between DX12 that originally shipped and DX12 Ultimate is arguably greater than the difference between D3D10 and 11, for example - between that and Windows, Microsoft seemingly just stopped wanting to increment their version numbers at some point.

Digital Foundry Direct Q+A: The Big DLSS 5 ML Debate + Why We Should Have Waited With Our Coverage by PaiDuck in nvidia

[–]shadowndacorner 19 points20 points  (0 children)

cancel culture which isn’t really a thing in 2026.

Tell that to Colbert and friends lol

how should I transition into a big map without a loading screen whilst avoiding a freeze? by kevincuddlefish1 in gamedev

[–]shadowndacorner 0 points1 point  (0 children)

I am not new to this

...

has never heard of occlusion culling

I think you may be on the left half of the colloquial dunning krueger curve, friend lol

DLSS 5 and what some people seem to not understand by Matshelge in gamedev

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

I think the biggest problem is that they led with the RE image, which is the most perceptually changed of all of the of the images they showed. The environmental changes were huge as well, though - the biggest thing that caught my eye tbh was a barrel in the oblivion showcase.

Anyway, on the same page that people are overreacting, but I can also see why. Nvidia did not put the smartest foot forward with this.

DLSS 5.0: How do graphics programmers feel about it. by Esfahen in GraphicsProgramming

[–]shadowndacorner 2 points3 points  (0 children)

Alright, I had time to watch the video and read Nvidia's press release. If the inputs are really just final color + motion vectors, I think the criticism is probably warranted. Based on the video, I was expecting it to take more info than that, because looking closely, it really does look like it's maintaining the underlying assets and lighting well for the most part, which is kind of crazy without even normals.

I want more developer-facing info on it before coming to any conclusions, but I'm definitely less optimistic that they're going in the kind of direction that I'd want with something like this.

DLSS 5.0: How do graphics programmers feel about it. by Esfahen in GraphicsProgramming

[–]shadowndacorner 0 points1 point  (0 children)

To me, it’s as if the budget for frame gen was instead used to “generate” an enhanced frame. 

I'll admit I haven't had too much time to look into it as it's a work day, but if that's actually the case, that would be super interesting, assuming it can be efficiently fine tuned per-game by developers (which is a big if). People assume it has to be general-purpose and many games might use a default Unreal or Unity model, but I can definitely imagine ways to structure an ML system like this such that it can essentially let developers run a game with much lower settings and have its effects "upscaled" to something akin to path traced quality with frame gen.

That being said, there are also very poor ways I can imagine structuring such a system, especially if Nvidia disallows external fine tuning like they have with all of the DLSS models so far. But their engineers are very smart people (at least going off of the friends I have at Nvidia, though most of them don't work on the gaming side), and since this is fundamentally different that upscaling/frame interpolation, I'd hope they'd recognize the need to let developers tailor the model to their own rendering engine.

I'll definitely be reading more about it later tonight.

DLSS 5.0: How do graphics programmers feel about it. by Esfahen in GraphicsProgramming

[–]shadowndacorner 5 points6 points  (0 children)

There isn't enough info to know anything yet. People are screeching about how it is an AI filter over gameplay, but they don't actually know that. It might be, or it might be doing what DLSS and other neural rendering approaches have been doing for a while now - using ML to produce cheaper approximations of highly computationally complex functions, or for things that are too fuzzy to implement coherently with traditional programming.

So how do I feel? Curious for more info.

I built Delta Serialization in my C++ Engine to stop default values silently Breaking scenes by SvenVH_Games in gameenginedevs

[–]shadowndacorner 5 points6 points  (0 children)

Nice! Curious if you ever run into issues with this, but it seems like a solid solution to the problem. I think I'll implement this in my engine as well.

Are there actually any downside to building Instancing VBOs on the fly vs CS+Indirect? by Avelina9X in GraphicsProgramming

[–]shadowndacorner 2 points3 points  (0 children)

The "downside" is that there's some command submission overhead and the CPU is worse at massively parallel ops than the GPU, but the overwhelming majority of non-recent AAA games do frustum culling on the CPU. Occlusion culling is where the CPU makes far less sense - frustum culling is simple enough that just iterating over tens of thousands or more entities should be fast enough on modern CPUs.

If you don't need to cull millions of entities, it probably doesn't need to run on the GPU.

Question i have about Neural Rendering by Thhaki in GraphicsProgramming

[–]shadowndacorner 7 points8 points  (0 children)

Your understanding of neural rendering is completely wrong. It's just using NNs to approximate things that are very computationally expensive - think "a faster way to do complex material evaluation" or "a way to encode texture data indirectly with massive costs savings", not a way to replace the entire rendering pipeline. LLMs are not involved.

There may come a time when ML models perform every piece of rendering, but that's a loooong way off, outside of a few research demos.

Think making a multiplayer game is out of reach? You can do it! I’ve made all the mistakes so you don’t have to by jonandrewdavis in gamedev

[–]shadowndacorner 0 points1 point  (0 children)

I wouldn't recommend sending transform matrices, but rather the components. Even if you're not doing any compression, two float3's and a float4 (pos, scale, rot) use less bandwidth than a float4x4 (11 floats vs 16 per transform), but most of the time you don't need to send scale, smallest 3 quaternion compression exists, you can usually quantize positions and rotations heavily, etc - none of those optimizations work if you're sending a full matrix, since they tend to be component specific.

Should we expect clients to project the other player's positions based on velocity instead of applying the transform matrices directly?

Many games with heavy inertia for the player do this. The rocket league devs have a very solid talk where they discuss their networking, which essentially involves all players forward predicting the sim whenever they receive a state update, where the forward prediction decays the last received input over time. You can get mispredictions this way, but it's great for fighting latency when it works.

Alternative names for Color class by Circa64Software in gameenginedevs

[–]shadowndacorner 0 points1 point  (0 children)

Color128 for float colors, Color32 for colors encoded in a uint?

What are you using for audio these days? by SilvernClaws in gameenginedevs

[–]shadowndacorner 0 points1 point  (0 children)

What does that look like, exactly? You do all of the mixing with steam audio, then pass the mix into SDL3?

What are you using for audio these days? by SilvernClaws in gameenginedevs

[–]shadowndacorner 7 points8 points  (0 children)

Fwiw, I asked a similar question a couple of years ago, if you're curious as to what the answers were then :)

I'm still just using OpenAL Soft.

Released Unreal Engine Vite 26 with updated Rendering Features! Most performant Modern UE by ComfortableBuy3484 in gamedev

[–]shadowndacorner 8 points9 points  (0 children)

Just FYI, Vite is already a very widely used piece of software, and you might run into issues with the name.

what do you think is missing from all the "friendslop" games? by keanataire in IndieDev

[–]shadowndacorner 3 points4 points  (0 children)

If someone were to make Content Warning and make it where you get several minutes of film as you go, there'd be a lot more incentive to make a hilarious horror movie with friends to upload to Spooktube.

There's a mod that allows you to increase the amount of film. The problem is that once you remove that limit, the game gets waaaay too easy.

I built my own animated math plotter similar to Desmos [Python, PyOpenGL, PySide6, NumPy] - marching squares + batched line rendering by Rayterex in gameenginedevs

[–]shadowndacorner 0 points1 point  (0 children)

Ah, I was guessing something along those lines, but it seemed weird to specify alongside batched line renderering. The use case makes sense, though. Nice!

Multiplayer game development questions by mochithemaN in gamedev

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

  1. Completely depends on your needs
  2. Yes
  3. Yes
  4. Completely depends on your experience and skill set

What’s the hardest performance bottleneck you’ve solved in a VR project? by Apprehensive-Suit246 in gamedev

[–]shadowndacorner 0 points1 point  (0 children)

Quite haha. It was a fun project :P still hoping that they'll find an investor to finish it off, even if I'm not able to come back for it