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#d3d12 — Public Fediverse posts

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

  1. 🎉 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

  2. 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…

  3. 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

  4. 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

  5. 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

  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.

    #indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #pointandclick #pointnclick #handmade #screenshotsaturday

  7. 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

  8. 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

  9. @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!

  10. 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: gpuopen.com/learn/amd-lunarg-g