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Showing content with the highest reputation since 06/17/18 in all areas

  1. 3 points
    Hello, I am a composer and I am looking to compose some music for a project that is in progress, please take a look at my compositions if you are interested, I can make some music for your game I especially like to compose for fantasy and action games https://soundcloud.com/brodown45/the-pride https://soundcloud.com/brodown45/spanish-nature Also my email address is davesd2@hotmail.com
  2. 3 points
    Your perception of overpopulation is the same as the vast majority of mankind, overpopulation has absolutely nothing to do with space, yes, there´s a lot of space, and, according to the Duggars we can fit the entire human race in the state of texas alone. They are not wrong, we could put the entire human race in a much smaller space if we really wanted to. A population is overpopulated when its existence cannot be perpetuated etternaly keeping the same QUALITY of life and PRSERVING the environment that supports it´s existence. Our life quality, for those of us that are not part of the 1% is obviously declining and our environment is about to collapse, major ecossystems are already destroyed beyond any recovery. That´s overpopulation and we are grossly overpopulated for more than a century.
  3. 2 points
    Here is my tower defence submission. I also updated my blog regarding my entry:
  4. 2 points
    If you are expecting a LAB format in any API you are going to be out of luck. Just because the format says RGB/RGBA there is not constraint on what the actual data represent. If the LAB data you have can be quantized into any of the support texture format, then there is nothing stopping you from using that texture format to upload your texture. The caveat being that D3D has not concept of LAB textures so you will have to manually handle the interpretation of the texture values. So it can be done, you just have to convert/process the values after you sample the texture.
  5. 2 points
    It is raster(as in made from pixels) made with any digital paint software. Photoshop, Gimp, Krita all will do this easily. This isn't any special style, the artist just opened there 2D software and made art; making their own personal style. Probably with a small brush that had no smoothing, to get the pixelated look. The black edges looks like a shader, because it is exactly 1 pixel thick, and looking at the game it doesn't sample when rotated. The smaller art in Maple Story IS pixel art. That is why characters stand out so much. If this is really ASAP then you should hire the original artist, or a artist of a similar skill level. The top group of images will take two years of daily practice to reach that level of shading and shape understanding. The lower images could be achieved with a few months of practice. The edge shader should be very simple and basic. Something that copies the image and moves makes it black, then moves it around to get exactly 1 pixel.
  6. 2 points
    The security problems are for users who have UPnP enabled on their network. Your game is no more or less secure whether it tries to use UPnP or not. So, try to use UPnP, and if it works, great. If not, you should have a fallback NAT introducer server to enable connecting to other players (and you'll need a server for matchmaking anyway.) Finally, your documentation/help site could tell users how to set up port forwarding if they want to; you can implement that as a "will always work, last resort," but don't put that front and center in your default user flow.
  7. 2 points
    Depends on the sizes we're talking about here. Generally, using Map(WRITE_DISCARD) on a CB results in re-allocating the entire buffer. If you're talking about a few bytes per texture, then it's probably more efficient to cram them all together, as individual CBs would waste a lot of memory in padding. If you're talking about a few hundred bytes per texture, it probably makes more sense to only re-allocate/bind the one that's relevant at the moment. The actual hardware implications of "binding" CBs and textures vary across different hardware, even on the same vendor, but generally binding a CB is very cheap, while binding textures is less cheap. If you're interested in not needing to change texture bindings as often, you can take a look at DX12 with its bindless (read: bind fewer times, not never) options. But I'd recommend profiling before deciding that changing your bindings is the bottleneck.
  8. 2 points
    I've been hearing the same thing since the 1960s. Of course, we were all going to starve by the year 2000 because of the overpopulation and the impending ice age, but it hardly mattered because of the nuclear apocalypse that would end it all in a single bright flash. Then came the acid rain that was going to eutrophy all our lakes and the GMO frankencrops that would extinguish all our biodiversity. Only now the same Club of Rome folks are telling us we're going to roast on a waterworld as we starve due to the overpopulation by the year 2100, but it'll be OK because the frankenstorms will wipe us all out with the great plastic supertides. For a good background, read a lot of history about how doomsayer predictions have always been with us. Plagues of frogs and rivers of blood, cats lying down with dogs, that sort of thing. Ohhhh, it's going to be bad.
  9. 2 points
    I give you a different example. Say we have n-body problems of different size between 64 and 512. The most efficient way to process them would be to use the same algorithm but with different workgroup sizes of 64, 128, 256, 512. Then you sort the problems to the proper workgroup size so a problem of size 200 is processed by workgroup of size 256, resulting in a need to dispatch 4 shaders instad just one of the largest size (512). With enough work the additional overhead will pay out. That's all fine, but on average, still only 75% of lanes will have work. There's nothing you can do about it. You have to accept it, it can't be done any better. I've often tried to implement things like a queue inside a workgroup to keep all lanes busy, but rarely it was a win over a simpler algorithm where some lanes work much longer than others, and if it was a win, the win was only a fraction of what i've hoped for. I've read this too (i think it's mostly about register cost to maintain control flow), but in practice you can't choose anyways. I've notice it is definitively worth to if out memory access, even from LDS. (may have been differnt a decade ago.) If recomputing saves registers, it will be worth it eventually (but often the compiler alters your decisions.) Lets say you have workgroug size of 256, but only 180 lanes are active. In this case the last wavefront may be able to skip execution. If this truly happens, or if it is even more fine grained (thinking of SIMD units processing only 16 waves), that i do not know, but it may work on some (or at least on future) GPUs. So i try to utilize this. Personally i think using IFs to save work is always good, and avoiding IFs never made much sense. Maybe more sense on early GPUs, but what is meant by all this is just: Be aware lanes operate in lockstep. You're right. (Skipped some things being too technically for me quickly, but i don't think they are important anyways.) So by using the stencil you utilized some higher level mechanism to pack work together (pixel quads where all stencil is zero will be skipped, but if only one pixel is nonzereo, other lanes will have no work). And this is exactly what you should do: Trying to pack work so similar lengthy workloads likely end up in the same wavefronts. (but also pack it so nearby threads access nearby memory, which can contradict each other.) Avoiding IFs has surely no priority, the advise seems outdated.
  10. 1 point
    Hey everyone, I just have a question about how programmers take notes / learn new skills. I'm currently learning how to make shaders in Unity but I was just wondering what kind of notes I should be making. I'm not good at some of these algorithms being used (ex creating a vertices for a mesh... etc) but I was wondering if I should take notes on these as well as notes on shaders. in my personal experience, I have trouble learning new things (Practice makes perfect!) but I was wondering if it would be more efficient to spend less time making detailed notes and more time creating content. As of now, I'm working on tutorials / making a game during my free time.
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