#d3d12 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #d3d12, aggregated by home.social.
-
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.
https://developer.nvidia.com/blog/streamlining-resource-binding-with-end-to-end-support-for-vulkan-descriptor-heaps/
#Vulkan #programming #D3D12 #API #GPU -
🎉 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…
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
I added a transition with static, for a more real feeling
#screenshotsaturday #indiedev #indiegame #indie #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #pointandclick #camera
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
Plisitol Jam Collection is available now on @itchio !
https://plisitol.itch.io/jam-collection
#indiedev #indiegame #IndieGameDev #gamedeveloper #gamejam #OpenGL #D3D12 #DirectX12 #gametrailer #gamerelease
-
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