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@mcc thats why i always appreciate verbose argument names. No reason why they cant be named size_in_bytes, etc.

the photo of the Ukrainian battle command center from today's NYT article shows them using Discord for comms

lol you can browse movies by rent price on apple TV. like, we know things are tough out there, heres some real bottom of the barrel shit you can watch for 99c.

🎉 Blender Foundation and the developers community proudly present Blender 3.5!

🔶 A massive release featuring: Viewport Compositor, VDM sculpting, built-in hair assets, USDZ, and so much more.

🚀 What's new: blender.org/download/releases/

Huge thanks to everyone involved ❤️ #b3d

not directly part of the imperial measurement system but fitting nicely on top of it, the american lumber nominal measurements, like 2 by 4, do not in fact mean that the lumber is that size, but is some arbitrary other dimension. a shocking discovery.

Everything after a question mark in a url is the devil’s business

This weekend my partner Jane and I did a 48 hour game just for fun!

I made Devil Daddy Descent, a mostly functional turn based, side scrolling shooter about a stylish demon done in #pico8

It has:
💀 4 enemies
🎯 magic shooting
💣 bombs
🥾 stomping
🗺 procedural levels
📈 some difficulty scaling
🙅‍♂️ no sounds (ran out of time)

Play it here! andymakes.itch.io/devil-daddy-

Coming back to my video feedback arcade shooter!

Added a new feedback setting and a big rotating laser to go with it.

Video had to be very short for compression to not totally eat it up.

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@Farbs @ChevyRay @eniko absolutely nothing wrong with a goto, especially if it makes your code funnier

using goto is like embedding a fun little easter egg hunt in your code

imho all code should be as funny as it can be without compromising readability and structural integrity. if some poor asshole has to ever read it at least they'll have a chuckle

every time i use goto among modern templated C++ code, i let out a little chuckle

what is everyone's setup for versioning game builds?

@mcc in my framework, i just have a templated buffer struct that wraps around a C++ struct that handles all of that, so all you do is just update your CPU data and call update() on it and it does the GPU memory update. if you have multiple frames in flight you also need to keep a separate device memory for each frame, so it has to handle all of that.

@mcc you keep a handle of a VkDeviceMemory which is bound to a descriptor set at a specific location, then you just map it to CPU memory, copy it and unbind when you want to update shader data.

@mcc ah i see, well not sure what the best approach then. fwiw in C, you don't update descriptor sets usually, you just map memory for a buffer in the set, copy it and unmap it.

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