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feedback loop in which the image data from a render target is reinterpreted as vertex data for the next frame

eidolon boosted

re: gitlab sucks 

@flussence@nulled.red software is so incredibly bad

@roxy@snouts.online for localization reasons, it might be preferable to use a real font

eidolon boosted

Microsoft has removed the ability to create an offline account on new Windows 10 installs unless your PC is offline. Disconnect your network / modem before installing Windows 10.

Another option is to keep trying to create the MS account with a fake phone number until it gives up and lets you create a local offline account.

Bonus tip - if you don't want to set security questions when creating an offline account: create one without a password and then set the password via the control panel after logging in.

oh i guess that's what frame graphs are for huh. task scheduling.

i've been squidward "FUUUTUUURRRE"-ing all weekend over graphics programming shit

@hyperlink@snouts.online "almost all my games in the last 20 years have been painfully mediocre..."

@hyperlink@snouts.online why are you like this

in Vulkan, after mapping your vertex buffers to host-visible memory, you could create command buffers for each which signal fences to tell the game they're ready to draw with, and submit them on every other queue not being used for rendering. on my GPU that'd be possibly 18 parallel queues just for uploads 👀

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with modern OpenGL you might be able to use mapped buffers and fence objects to manually double-buffer chunk vertex buffers, but it would heavily depend on driver support

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my hypothesis was proven true: the main bottleneck of a minecraft-like is in uploading chunk vertex buffers to the GPU, not in generating the meshes themselves

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