#d3d12 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #d3d12, aggregated by home.social.
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🎉 Congratulations to #D3D12 for surviving a decade! It's been ten years of adding more *exciting* functions and interfaces that only a handful of people can pretend to understand. 🎈In the vibrant world of #APIs, it's comforting to know some things never change—like the thrill of pretending these updates actually mean anything to the average user. 🙃
https://therealmjp.github.io/posts/ten-years-of-d3d12/ #Anniversary #TechCelebration #DeveloperHumor #SoftwareUpdates #HackerNews #ngated -
Supongo que como tienen dinero a espuertas pueden seguir intentándolo.
Los drivers de las #Intel Arc utilizan #DXVK como implementación de #Direct3D en los casos que sea más rápido que la emulación de #D3D12 propia. https://www.gamingonlinux.com/2022/12/intel-using-dxvk-part-of-steam-proton-for-their-windows-arc-gpu-dx-9-drivers/
#NVIDIA también utiliza DXVK en #RTX Remix. https://www.gamingonlinux.com/2022/09/nvidia-announces-ada-lovelace-their-3rd-generation-rtx-dlss-3-and-portal-rtx/
Hace no mucho #Microsoft anunció que Direct3D pasaría a utilizar #SPIRV como lenguaje de shaders intermedio. Es decir, el #HLSL se compilará a SPIR-V en vez de #DXIL. Ya no hara falta hacer budú en DXVK para poder utilizar los shaders de Direct3D con drivers #Vulkan. (https://devblogs.microsoft.com/directx/directx-adopting-spir-v/). Mientras no se marquen un embrace, extend, extinguish…
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Game physics is hard: I tried to simulate a hydrojet-powered boat, I accidentally ended up with something closer to an antigravity racer.
#screenshtosaturday #indiedev #indiegame #IndieGameDev #gamedeveloper #OpenGL #D3D12 #DirectX12 #racing
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The kidney disease/treatment is still sucking more energy than I expected, so I still get limited progress. I'm trying something new that hopefully won't take years to finish.
#screenshtosaturday #indiedev #indiegame #IndieGameDev #gamedeveloper #OpenGL #D3D12 #DirectX12 #trackeditor #leveleditor
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I forked one of my games and integrated @jrouwe's JoltPhysics into it. Wonder what this will lead to?
#indiedev #indiegame #IndieGameDev #gamedeveloper #OpenGL #D3D12 #DirectX12 #joltphysics
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I didn't have energy to make much progress this week, so let's take a look back at some of my other level editing tools for this #screenshotsaturday
#indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #leveleditor
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Something a little different for this #WishlistWednesday: which of these games do you wish you could get separately?
#indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #gametrailer
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For this #ShowcaseThursday, I recorded myself creating a chunk from start to finish for our endless runner First Plague:
https://youtube.com/shorts/n5CU1P4PpTY?feature=share#runner #endlessrunner #leveleditor #Trenchbroom #indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12
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Plisitol Jam Collection, our compilation of games, is available on @itchio , and it will soon be updated with one new game!
#TrailerTuesday #indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #gametrailer
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Plisitol Jam Collection is still 50% off!
Discover how a pair of gamedevs came up with original games for over ten years!
https://plisitol.itch.io/jam-collection
#indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #sale #compilation
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I added a transition with static, for a more real feeling
#screenshotsaturday #indiedev #indiegame #indie #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #pointandclick #camera
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More beep beep boop boop potential
Some more polish and we can add this game in Plisitol Jam Collection (available on @itchio )
@JeuxFrItchio#indiedev #indiegame #indie #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #pointandclick #camera
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An update is coming for Plisitol Jam Collection...
https://plisitol.itch.io/jam-collection
#indiedev #indiegame #indie #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #pointandclick #blender #Videogame #Compilation #UPDATE
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Added some refinement in the form of an outline around hovered objects in our 2022 point'n'click jam game.
Originally, hovered objects were only unlit.
I made a second video were doors and cameras can also be highlighted:
#indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #pointandclick #pointnclick #handmade #screenshotsaturday
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Added some refinement in the form of an outline around hovered objects in our 2022 point'n'click jam game.
Originally, hovered objects were only unlit.
#indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #pointandclick #pointnclick #handmade #screenshotsaturday
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Got a proper highlight shader working in last year's jam game after taking the time to do it. Handmade in both OpenGL3.0 and DirectX12.
It draw the object to highlight in a separate frame buffer, then detects its edges, then blurs those edges.
I wanted to do it during the jam, but somehow I didn't manage to make it before the end. At the time, it just displayed the object as unlit when hovered.
#indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #pointnclick
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https://mastodon.gamedev.place/@guntha/111574073302266098
And that's how it looks in motion in-game now:
#indiedev #indiegame #IndieGameDev #itchio #gamejam #DirectX12 #OpenGL #D3D12 #adventuregame #underwater
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https://mastodon.gamedev.place/@guntha/111574073302266098
The plan was laid out during the jam in 2016 using Paint, before I even knew @trenchbroom existed!
#indiedev #indiegame #IndieGameDev #itchio #gamejam #DirectX12 #OpenGL #D3D12 #adventuregame #underwater #trenchbroom
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That's how the Swimming Brick map would look like if it was made as one single continuous map in @trenchbroom
#indiedev #indiegame #IndieGameDev #itchio #gamejam #DirectX12 #OpenGL #D3D12 #adventuregame #underwater #trenchbroom
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The @itchio.bsky.social page of Plisitol Jam Collection now provides a more thorough description of some included games
https://plisitol.itch.io/jam-collection
#indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #adventuregame #underwater #clicker #rocket
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What the Swimming Brick maps look like in @trenchbroom :
Find the game as part of Plisitol Jam Collection on @itchio
https://plisitol.itch.io/jam-collection#indiedev #indiegame #IndieGameDev #itchio #gamejam #DirectX12 #OpenGL #D3D12 #adventuregame #underwater #trenchbroom
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Swimming Brick was originally a short underwater adventure game, and with the later refinements, its map got expanded with mechanisms and intricate tunnels!
https://plisitol.itch.io/jam-collection
#indiedev #indiegame #IndieGameDev #itchio #gamejam #DirectX12 #OpenGL #D3D12 #adventuregame #underwater
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Plisitol Jam Collection is available now on @itchio !
https://plisitol.itch.io/jam-collection
#indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #gametrailer #gamerelease
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How 3 of our games featured in Plisitol Jam Collection have evolved over the years:
#indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #runner #clicker #underwater
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We caught a cold this week, so there's been trouble progressing on our trailer and release of the Plisitol Jam Collection.
In the meantime, I fiddled with our soft shadows so someday it can be used in our games.
#indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #screenshotsaturday
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@film_girl This #HUD shows amazing performance for an #emulated game. I know 28fps is is not fantastic, but 28fps for emulated #D3D12 (#DirectX) is absolutely phenomenal - even at only 1080p 60hz!
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After close collaboration with #LunarG, we are thrilled to announce the addition of #D3D12 and #DXR support to GFXReconstruct!
✨GFXReconstruct is LunarG's #opensource tool that captures and replays GPU workloads 🌝
Find out more in our latest blog: https://gpuopen.com/learn/amd-lunarg-gfxreconstruct-dx12-dxr/?utm_source=mastodon&utm_medium=social&utm_campaign=gfxreconstruct