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Promit

Member Since 29 Jul 2001
Offline Last Active Today, 01:19 PM

#5281694 DBA still a 1099 or no

Posted by Promit on 17 March 2016 - 10:25 AM

You should probably seek professional advice. That said, the long and short of it is that you should expect a 1099-MISC and the money will be taxed as personal income on a single tax return. Remember, DBA is an alias for you personally. It makes no difference which account the money lives in, and the concept of paying yourself from the DBA is nonsense. You seem to think that maybe a DBA is some kind of LLC-lite and it absolutely isn't. It is not even a separate entity. The DBA just says: "dear IRS, sometimes I'm Bob and sometimes I'm Dave, but they're both me so don't separate the two."

 

Note for the future that the core identifying value is your tax ID number, which in the case of a DBA is your social security number. A separate return requires a separate tax ID, which in turn involves a somewhat elaborate registration process.




#5281684 Brace yourself, Shader Model 6.0 is coming

Posted by Promit on 17 March 2016 - 09:32 AM

Samsung JS8500 series TV. Not the fanciest of HDR displays, but HDR nonetheless.


#5281671 Brace yourself, Shader Model 6.0 is coming

Posted by Promit on 17 March 2016 - 08:25 AM

Why is HDR support coming next year, but I bought an HDR screen last year? Somebody dropped the ball.


#5279590 Choosing between internships

Posted by Promit on 04 March 2016 - 08:12 PM

I've seen "startup indie studio" used to describe everything from two person home-based operations to fifty plus person full blown companies. The devil is in the details - who are these people, how serious are they, what's the background, what's the pay, is there an opportunity for post-graduation employment, etc. Make sure you have a very clear idea of the work, expectations, etc. Do not allow them to make you an office assistant.

 

As for Motorola, I've been in internship programs managed well (Microsoft) and managed poorly (NVIDIA). I don't know where on the spectrum Moto falls, nor which team they're actually considering putting you in. In large corps, the actual group you're being placed into can make a huge difference. If they refuse to tell you, then I'd be very wary.




#5278300 Vulkan is Next-Gen OpenGL

Posted by Promit on 26 February 2016 - 08:55 AM

I vote for a new Vulkan forum, as I have no more interest in OpenGL but a strong one in Vulkan.

We traditionally create new forums reactively, not proactively. That is, we'll create a separate Vulkan forum if there's so much traffic and discussion that it's detrimental to the OpenGL forum. For the time being, this forum will be OpenGL and Vulkan. Should see about getting the name and description updated.




#5277464 make c++ more like glsl

Posted by Promit on 22 February 2016 - 10:42 AM

Naively, something like this:

vec3 xy(){
    vec3 v;
    v.x=x;
    v.y=y;
    v.z=0; // or whatever you want for a non-asked-for swizzle
    return v;
}

It'd be kind of tedious, but you could write out whatever swizzles you want as functions like that - there are only so many permutations for a 3D vector, and with a decent constructor defined, they would be one-liners.

 

In C#, this would probably be something I'd do with some read-only properties, which is effectively the same thing, just lets you do it without writing parentheses.

Honestly the function variety makes things eight thousand percent easier. That's what I did in my code, rather than play the ridiculous games required to get native-looking swizzles.




#5275682 Vulkan is Next-Gen OpenGL

Posted by Promit on 14 February 2016 - 06:18 PM

It turns out that when you get an API that matches the hardware closely, the exact behavior of the hardware matters a lot. Imagine that!

 

These types of issues, and sophisticated workarounds for them, are part of the driver voodoo that we've known for decades. Being able to tell the GPU exactly what we want and how has this key drawback - there's no promise we're telling it to do the right thing in the best way. There's no longer as much space for the driver to lie to us and fix it in the background*.

 

*Yet.




#5275576 Do game developers still have any reason to support Direct3D 10 cards?

Posted by Promit on 13 February 2016 - 03:05 PM

It's all about understanding your target market and development constraints. Sometimes it's simply that you would have to sacrifice too much performance, and the actual feature levels are secondary concerns. The wider you cast your hardware support net, the more difficult it gets to ensure that things work well across the board. For many devs, if they're supporting "old" hardware they are better served by going all the way back to D3D 9.

 

Steam HW survey currently shows DX10 GPUs at 15%, and presumably much of that population is not buying the latest greatest games.




#5275475 Vulkan is Next-Gen OpenGL

Posted by Promit on 12 February 2016 - 05:57 PM

 

 

Vulkan requires Kepler and higher. We should have such lists once it comes out, and http://gpuinfo.org/ will get a nice vulkan section about capabilities.

I want to have a supported card when Vulkan is released. 

 

But I am more concerned for the game consumer than I am for dev's.  Not supporting Fermi is going to cause at least a small uproar.  Most have been lead to believe that any card that supports modern OpenGL 4.x will support Vulkan.

 

I don't think this is good...

 

According to an NVIDIA public presentation, Fermi will get Vulkan support. I don't know where he got that information.

 

Well pixeljetstream works there, but I would like clarification on the situation.




#5275313 Windows 10 - OpenGL Version

Posted by Promit on 11 February 2016 - 01:20 PM


I can see and understand their reasoning for leaving it to the old (1995 or 1996?) implementation.  

Hilariously enough, it is not the same implementation. It transitioned from software to a wrapper around D3D - 9 in the XP timeframe and 10 from Vista I think.




#5275288 Windows 10 - OpenGL Version

Posted by Promit on 11 February 2016 - 10:33 AM

Still looks like 1.1 to me in the DLL. As usual, you're a million times better off using GLEW.




#5275068 EASTL is now officially open source

Posted by Promit on 09 February 2016 - 08:22 PM

Although incomplete sections of it were previously available through EA's GPL source code releases, the EA STL is now officially open sourced, under a modified BSD license. Like everything nowadays, it lives on GitHub:

https://github.com/electronicarts/EASTL

If you're new to this or have generally forgotten what's going on, here is an overview of why this exists:

http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html




#5273216 Vulkan is Next-Gen OpenGL

Posted by Promit on 29 January 2016 - 11:02 AM

Whenever NVIDIA talks about new OpenGL features and ways to get the most out of an API, I have one thought.

Okay, cool. Implement that, go run it on AMD and Intel systems, and tell me what happens.

As Hodgman alluded to it, let's not forget about what Rich Geldreich wrote. The NV guys tend to behave as if their hardware is the only GL platform that exists, and you would be nuts for writing against any other contingency. 

 

I'm excited for Vulkan. Despite what the insiders say though, as far as I'm concerned Vulkan is a hypothetical paper spec, not a real functioning system. Not yet. There is an open question of when the various vendors will ship, how reliable the drivers will be, and what will happen when rubber meets road for real world codebases. OpenGL always looked vastly better in PDF form than it actually was in running code, and for far more numerous reasons than extensions. Let's hope Vulkan does not meet the same fate.




#5272785 Loading images in DirectX 11 to use as textures and sprites

Posted by Promit on 26 January 2016 - 08:07 PM

The link to ChuckW's blog post above is terribly out of date, I'm afraid. What you actually want is this:

http://blogs.msdn.com/b/chuckw/archive/2015/08/05/where-is-the-directx-sdk-2015-edition.aspx

Which leads to DirectXTex:

https://github.com/Microsoft/DirectXTex

Which is a wonderfully simple library to use. Copy WICTextureLoader and DDSTextureLoader into your codebase and enjoy single function call texture loading.

 

P.S. Call CoInitialize near the beginning of your main function, or WIC won't work.




#5272077 Is it possible to make a multi-threaded renderer?

Posted by Promit on 20 January 2016 - 06:49 PM

@AThompson I think he is talking about the Direct3D9 specific multithreaded device.

In that case, no for the love of god do not do this. Multithreaded rendering should not even be attempted unless you are using a D3D 11 device at the very least. It's a difficult recommendation even then. D3D 12 is the only solid choice for multithreaded rendering.

 

D3D9's multi-threaded mode is probably best left to situations where you wish to use the device on a single non-UI thread.






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