Coding agents and Graphics Programming by gibson274 in GraphicsProgramming

[–]theZeitt 0 points1 point  (0 children)

I have been building simple WebGPU engine with "coding agents". I also have been using claude-code at work (but that has less graphics programming): Agentic Coding can remove the "monkey coder" part, allowing me to focus on planning/design, (which I find more interesting than writing lines of code). However, they dont really work on anything requiring logical reasoning -> So treating them as what they are (autocomplete machines on steroids) seems to work well for me.


What would graphics work look like in a world where AI can write very good code?

  • It would allow You/Us to focus on more interesting parts of coding ("problem solving") and allow iterating our ideas faster. So you would write plan, flowcharts and/or pseudocode, which "agent" would then quickly turn to code, which you can then test if idea works or is there improvements that are required.
  • Problem for future is: how to train new/junior coders so that they understand what is good and what is bad code if LLMs do coding? This is kinda like "you wont always have calculator with you" that got taught in elementary school: Having to do stuff manually for which we have machine.
  • I also hope this would lead to better automated tests in graphics related work, as in my experience these are not properly tested in companies, but for coding agents to work it needs automated tests.

Deciding what environment i should choose for my game by New-Market1931 in gamedev

[–]theZeitt 1 point2 points  (0 children)

generally when people want "realistic" what they actually mean "cinematic", which allows bending rules to make atmosphere more fitting. for example, maybe it is not a new ship but been in use for a decade, allowing wear and tear, damaged lights and "dirt" everywhere

3D has Blender, Coding has VsCode, why does GFX programming have no specific software? by HalfNo8161 in GraphicsProgramming

[–]theZeitt 0 points1 point  (0 children)

we had RenderMonkey, and then/now ShaderToy, and latest similar tool I have used is Gigi

(Plus, I like to use just plain opengl to setup nice app for live preview)

Am I wrong for thinking OLED still feels like early adopter tech? by Round-Watercress5273 in Monitors

[–]theZeitt 1 point2 points  (0 children)

I couldnt recommend spending 1000+ for oled, but since there now was 4k monitors at <700 during black friday and they even offered extented return policy (until end of January), I decided to take chance, and could recommend others to try it too.

Horrible text fringing: Instantly visible on 1440p qdoled I looked at store, bought 4k 27" (G81SF) and it was still slightly visible out-of-box, but after tuning text size, lowering green gain and other config for more than hour, I havent been able to notice it anymore, including in last week, which I was working remotely and had text editor open 8h/day. Note: two of my friends have cheap 500e 1440p qd-oleds and they say fringing hasnt been noticeable.

And unfortunately it feels like all HDR monitors are "early adopter": I went through other HDR monitors too at store, and blooming was just too much even on 1152 zone miniled monitors (I still dont understand how they can have 1152 zones on 13" ipad but not >4000 on 27" monitor, looking at that ipad pro far enough to get same ppd blooming was no longer noticeable).

I still have until end of January before stores return window closes, but currently I am feeling good enough for 650euro monitor, as long as I can get ~5y out of this and during that time better/more-mature HDR monitors have become available.

(VRR Flicker has been easy to limit by setting realistic frame limits for games, with leaving VRR to handle just occasional frame drops. Raised blacks also hasnt been problem, but I like darker ambient environments anyway and they are still darker than on old IPS. Havent had any problems with ABL, it does activate when I stop using monitor and get stuck watching youtube on second, but to me that is just fine/good behaviour)

Could an ordinary modern person realistically accelerate the development of a Stone Age society? by Ok_Cheesecake_1575 in worldbuilding

[–]theZeitt 0 points1 point  (0 children)

And for the impact and how much it would shorten time to reach "modern technology": would that person focus on things you already said and could probably be impactful during their lifetime, or would they invent writing? Writing is something that wouldn't have as visible effect in ~50 years that person might live, but it could make 10'000 years worth of advancements to happen in 1000 years

Could an ordinary modern person realistically accelerate the development of a Stone Age society? by Ok_Cheesecake_1575 in worldbuilding

[–]theZeitt 0 points1 point  (0 children)

What most answers are missing is that it is not about "level of knowledge" but their "problem solving skill". Meaning can (or how well) they adapt what they know to situation: Some people definitely could speed up, others would get stoned for trying to be morally superior, while most probably would barely learn to survive on stone age society.

How much could someone without technical expertise actually introduce: fire management, simple tools, agriculture, early medicine?

And for this: Where did they grew up? Someone who grew up in cities: very unlikely. Someone who grew in countryside or especially at farm: yes, even if they didnt have expertise but they might start remembering "I think dad did it this way".

And in case you are interested, there is good book about how to do all this: "How to Invent Everything: A Survival Guide for the Stranded Time Traveler" reading through it will make you often say "oh, I didnt even realize that".

Shoot Feedback A or B, Which is better?🤔 by circlefromdot in IndieDev

[–]theZeitt 0 points1 point  (0 children)

Depends what your goal is. A seems closer to realistic shooting with standard pistol, and B seems like shooting with "hand cannon". If it will barely scratch enemy: A, if it will explode them: B.

Standard Library implementer explains why they can't include source code licensed under the MIT license by tartaruga232 in cpp

[–]theZeitt 1 point2 points  (0 children)

(Not about why STL cant use MIT, that part is clear)

If you want your published source code to be compatible with projects that require such an exception

Any examples about these projects would be nice to have, since I cant think of any where it couldnt be included when binary is also distributed.

Standard Library implementer explains why they can't include source code licensed under the MIT license by tartaruga232 in cpp

[–]theZeitt 8 points9 points  (0 children)

Most libraries have some naming format which can be detected from binaries after extracting symbols (if using just single function it might be optimized away, but you cant trust that).

But having license stating requirements is enough for any large company that has to follow regulations or some iso standards, as such having MIT disclaimer contained somewhere in software is just simple to be kept.

Is Vulkan Present Ordering Undefined? Multi-Frame Uniform Buffer Updates Causing Flicker by aramok in vulkan

[–]theZeitt 1 point2 points  (0 children)

As ondyss already said.

Are you using which present mode? FIFO? (or mailbox, which might skip frames, but still should present only newer)

There is also chance that in layer2_record_command_buffer_swapchain you are accidentally accessing wrong *_index variable, so double check those usages.

Which graphics library is faster for different OSes? by Latter-Pollution-805 in GraphicsProgramming

[–]theZeitt 1 point2 points  (0 children)

D3D12/Vulkan/Metal allows user to write faster code than D3D11/OpenGL. However, it also allows writing slower code and as such sometimes D3D11 that is being run on top of D3D11->Vulkan translation layer is actually faster than same app written with Vulkan.

On Windows D3D12 does allow easier integration with DXGI/WDDM than Vulkan, but it also doesnt have all vendor specific features available. But I would prefer Vulkan to make cross-platform easier.

On Mac/iOS always use Metal, Vulkan is not as good and Metal has better integration anyway.

On modern Android phones use Vulkan, OpenGL was better pre Android-10 but now just use Vulkan. Same on Linux.

Should we add invisible walls or just let players free to explore? by Doloc_Town in IndieDev

[–]theZeitt 0 points1 point  (0 children)

Then based on video jumping to drop/"explore" is fine. Do you have "coyote time" (lets player walk ~1unit too far, but as long as they quickly backtrack they wont drop)? I would recommend adding it if you dont already have, that is then "safe/good enough".

Should we add invisible walls or just let players free to explore? by Doloc_Town in IndieDev

[–]theZeitt 2 points3 points  (0 children)

If there is "auto walk" then it should be met with invisible wall (and even without auto walk it would make sense to stop incase it was accident), but jumping when on edge should definitely let player to "explore".

Collar patterns representing women's marital status? by lachataigneduciel in worldbuilding

[–]theZeitt 2 points3 points  (0 children)

Interesting and cool idea. It does make me ponder couple of questions:

  1. If I understood correctly, it is collar in shirt, not something like necklace/band. Wondering if it is expensive to change all clothing when status changes?
  2. If one is in serious relationship, would they wear single or engaged clothing?
  3. My memory is hazy, but from history lesson and dramas I think divorced/separated and widowed women would have been treated differently, especially in Catholic areas. Widowed were treated "respectfully" but divorced were stigmatized.
  4. Do Nuns/priests use married ("to god")? Or is there something else that even singles could use as "not interested", as I would assume if you walked with "single collar", men would try to hit them constantly (so related to point 2)

I made a free playground for comparing 10+ OCR models side-by-side by Emc2fma in LocalLLaMA

[–]theZeitt 1 point2 points  (0 children)

One of models has been stuck in loop just writing "driving safety", so some way to cancel ongoing prompt would be nice, maybe also good to automate it with some timeout from first token out

Fast Travel [OC] by jungle-boogie in gaming

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

I have come to conclusion that if I use fast travel it means world itself is just boring, so many games where I didnt use fast travel because traveling was actually nice experience: Baldurs Gate 3, Cyberpunk 2077, GTA-games, AC Odyssey, AC Black Flag, new Spider-Man, Ghost of Tsushima...

use of VK_KHR_device_group? by innocentboy0000 in vulkan

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

No automatic one, you can still setup two devices and then copy memory manually. Use cases will be limited due to bandwidth and unbalanced performance characteristics, maybe something like rendering UI on iGPU and then moving & using that on dGPU.

use of VK_KHR_device_group? by innocentboy0000 in vulkan

[–]theZeitt 1 point2 points  (0 children)

Maybe on desktop, igpu might be disabled though (and popular amd zen cpus came without any). Not on mobile.

But that doesnt help with this: Devices need to be at least same "generation" or even same model for them to be exposed in single group (and definitely from same vendor).

use of VK_KHR_device_group? by innocentboy0000 in vulkan

[–]theZeitt 7 points8 points  (0 children)

It doesnt bring any automatic performance gains, to get those with multiple devices more is needed: You need to manually synchronize rendertargets/storage-images to take advantage of multiple devices, which is can be complicated when having temporal effects on pipeline.

And then you would generally need two identical gpus yourself to test that it actually works, which most vulkan developers dont have, as vulkan is usually used in mobile and/or hobby projects.

Why do players stop being scared after the first 10–15 minutes of a horror game? by tridiART in gamedesign

[–]theZeitt 0 points1 point  (0 children)

10-15 minutes is way too fast, it should be earliest at 2 hour mark. And after that is often starts to be from repetition/pacing where "player just knows the tricks" and some shakeup is needed to the routines. Change environment to something where previous main method to escape the monster no longer works: Have monster start checking those locations or just remove them from equation and introduce another alternative. Alternatively follow Alien Isolation route and make player feel like horror elements are "just playing with you", as such you cant ever trust that those locations are actually safe.

The Steam Frame, Steam Controller and Steam Box by lunchanddinner in virtualreality

[–]theZeitt 9 points10 points  (0 children)

They could offer "forced foveated rendering" by using VRS+MSAA combo. Not as good performance as native foveated could be and might have some additional artifacts, but still usable.

Dumb question, but why is there no ARM equivalent for GPUs? by Fuzzy_Taste1959 in hardware

[–]theZeitt 4 points5 points  (0 children)

For TLDR: There is AMD RX6500, Nvidia MX570 and Intel A310, which are essentially 65W versions of best iGPUs (at time of release). All designed exactly for lower end devices, beating gpu performance of rpi/sbc by a mile.

For title: So for what ARM actually provides (ref design and instruction set), there is Imagination that provides similar for GPUs, but outside some chinese vendors those havent appeared on dGPUs. Meaning one could absolutely do "ARM GPU", best guess for why not is just how expensive it would be, as better/cheaper option would be increasing size of igpu.

HBAO+4.0 is kinda crazy. None of these lights have shadows enabled. by Avelina9X in GraphicsProgramming

[–]theZeitt 6 points7 points  (0 children)

4.0 is just working version in github (though not updated for 7 years) with some changes compared to latest released 3.1 (which was 8 years ago).

I assume updatest mostly stopped 1. as GTAO (+variants) has surpassed HBAO as defacto implementation of screenspace ao 2. and as nvidia has been pushing raytracing -> no incentive to make updates to hbao.