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Member Since 23 Oct 2011
Offline Last Active Jun 29 2016 01:00 PM

Posts I've Made

In Topic: In terms of engine technology, what ground is left to break?

08 April 2016 - 08:15 PM

 Well Unreal is based on java style design, and as such is slow, bloated, and hard to maintain(mountains of code, where each line does as little as possible). 


Moving away from Unreal style engines would be a first step.


Also games that use the same engine seem very 'same same' to me, greatly reducing their appeal...



-Moving content creation to users

-removing the endless hacks 

-engines that scale to near 100% hardware utilization on whichever platform they happen to be running on

-turing complete game worlds

-original visual designs, not just replicating reality

In Topic: How phat is your v%#!&x?

02 December 2015 - 11:22 PM

16 byte per vert


10/10/10/2 for position and 2 bits that aren't being used atm

10/10/10/2 for normal encoded into x/y. The last 12 bits aren't used atm

 8/8/8/8 - albedo in first 3, shadow value in last

 8/8/8/8 - roughness, spec, and ao. Last is unused.

In Topic: How much performance improvement does SSE provide?

03 July 2015 - 05:56 PM

 If you use SoA format and have long enough instruction chains it isn't hard to get 4x for SSE and 8x for AVX


You can also do things in AVX/SSE such as  (FMA, rcp_sqr, rcp) which will outperform standard C++ in specialized cases, and easily go over 8x


 I have a bunch of template math functions when can be invoked either with AVX types or standard C++ float. The difference is about 10x.

In Topic: Am I crazy for wanting to switch from Ue4 to Unity?

25 April 2015 - 07:41 AM

 UE4 tends to take longer to compile than an ideal C++ setup would allow.  


 Their custom build tool is slow, and in general, the code is over coupled and skews toward the broken Java model of inheritance


 It is possible to have very fast iteration in C++, but it requires a lot of stupid work that smarter languages do for you.


If you are just working on a hobby game, you might be better off doing most of it in Blueprints, or as you said, using a different engine.

In Topic: What IDEs are recommended for Lua and/or Python?

17 April 2015 - 02:17 AM

Writing lua: sublime, zerobraine

Debugging lua: decoda or BabeLua