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danielchooper

@[email protected]

Graphics/low-level/game programmer.
Made www.principle.app.
Former Apple Engineer.

I post more often on x.com/danielchooper

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@danielchooper@mastodon.gamedev.place avatar danielchooper , to random

@floooh my build profiler has hugely variable resource usage (draw calls/uniform buffer size) needs depending on the capture being viewed. I don't want to set max_dispatch_calls_per_pass/uniform_buffer_size so high that the software can't launch on low-end hardware, or so low that beefy hardware can't open big files.

What's the "right" way to handle this in sokol_gfx? one option: detect when over limits and call sg_setup again with higher limits?

danielchooper OP ,
@danielchooper@mastodon.gamedev.place avatar

@floooh
> isn't a good solution
Is that due to how modern graphics api work, or is it sokol gfx specific? (I'm not up to date on metal/vulkan/webgpu)

>if it's worth the hassle
yeah may not be a big deal to allocate a huge amount, but I worry about putting myself in a "640Kb ought to be enough for anybody" situation. Would like the software to age better than that.

I'll look into the storage buffer option, thanks!

@danielchooper@mastodon.gamedev.place avatar danielchooper , to random

@floooh What's the meta for text rendering on top of sokol_gfx these days? I noticed that fontstash is no longer maintained

@ocornut@mastodon.gamedev.place avatar ocornut , to random

I occasionally get invited to speak at events/podcasts. I almost always refuse, primarily because it is difficult for me to articulate and organize my thoughts. I don't even feel fluent in programming vocabulary.

Sometimes I feel I'm more of a product person than an engineer.

danielchooper ,
@danielchooper@mastodon.gamedev.place avatar

@ocornut I'd be interested in hearing you give a talk! At least if you were giving a presentation you'd have plenty of time to prepare, and if being caught of guard is your primary concern, just don't take questions after :)

@danielchooper@mastodon.gamedev.place avatar danielchooper , to random

I like this comment in the source of /usr/bin/dtruss. It provides context with a "Hey dorks, don't mess with my code" kind of energy.

@danielchooper@mastodon.gamedev.place avatar danielchooper , to random

Today I bought an old TV for visual reference. Played Balatro to see how the game's CRT emulation compared to a real Cathode Ray Tube. Sadly details aren't legible on a 13" TV, and the emulation's scanline/phosphor pattern isn't realistic, but it nails the chromatic aberration.

image/png

danielchooper OP ,
@danielchooper@mastodon.gamedev.place avatar

TIL that CRT "pixels" can have only a portion illuminated, unlike LCD pixels. (Seen on the top and bottom edge of this 'P')