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#d3d12 — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #d3d12, aggregated by home.social.

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  1. This great blog from NVIDIA describes the new descriptor heap feature in Vulkan that refactors resource binding from the ground up, addressing long-standing user feedback to streamline and bring greater parity to how it works in Direct3D 12 (D3D12). This post highlights what descriptor heaps add, how they compare to descriptor sets, and how to get started.

    developer.nvidia.com/blog/stre

  2. 🎉 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. 🙃
    therealmjp.github.io/posts/ten #Anniversary #TechCelebration #DeveloperHumor #SoftwareUpdates #HackerNews #ngated

  3. 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. gamingonlinux.com/2022/12/inte

    #NVIDIA también utiliza DXVK en #RTX Remix. gamingonlinux.com/2022/09/nvid

    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. (devblogs.microsoft.com/directx). Mientras no se marquen un embrace, extend, extinguish…

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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