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eliasdaler
searching Neon…
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by
eliasdaler
2y ago
This showcases why free software is important. Geo-locking is a such hostile practice which makes zero sense here. If the software/firmware was free and open, you’d be able to patch out/disable the geo-lock. But it probably wouldn
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by
eliasdaler
2y ago
You can also do this for free with uBlackList: https://github.com/iorate/ublacklist This has greatly enhanced my Google experience - easy to ban content farms, AI-generator websites from appearing in Google Images etc.
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by
eliasdaler
2y ago
Thanks a lot! Good luck with your engine as well :)
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by
eliasdaler
2y ago
Glad you enjoyed it! :)
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by
eliasdaler
2y ago
> Not sure if I’ll be able to do their new guide, my laptop can’t run some of the more recent versions of Vulkan If your laptop got still GPU driver updates in 2022 or later, it should probably support Vulkan 1.3. You can install Vulkan
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by
eliasdaler
2y ago
You'll need 1k LOC to draw a single triangle and not 10-20k. Sticking with OpenGL is understandable, but I can recommend learning some Vulkan as a side project (with the help of vkguide) without too much commitment. That's how I s
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by
eliasdaler
2y ago
I know about two games which do very interesting stuff with modern GPU capabilities: * Noita * Teardown They both do their physics on GPU which results in some impressive effects and the level of destruction/world interaction which was
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by
eliasdaler
2y ago
Oh yeah, I enjoy his streams a lot :D I can also recommend Arseny Kapoulkine YouTube channel[1]. It can get a bit too advanced at times, but his channel was one of my motivators of getting into Vulkan programming. [1]: https://ww
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by
eliasdaler
2y ago
By the way, here's an interesting post by Mike Blumenkrantz (Valve): https://www.supergoodcode.com/manifesto/ Most of it is satire, but it's interesting that the position of "Chair of OpenGL" still
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by
eliasdaler
2y ago
Thank you! :)
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by
eliasdaler
2y ago
I guess libraries like bgfx, sokol and The Forge are kinda like that. But I just feel like it’s either all or nothing if you’re already doing your own game engine. I’m okay with using middleware/3rd party libraries for things which I d
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by
eliasdaler
2y ago
Yeah. Even though it might seem I’m 100% enjoying Vulkan, I still wish there was something closer to OpenGL and which was supported by GPU manufacturers. Other 3d party graphics frameworks are not bad, but you don’t feel the same confidence
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by
eliasdaler
2y ago
Thanks! :D
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by
eliasdaler
2y ago
vkguide is a great way to get a feel of modern Vulkan. Maybe it’ll be still to complex for you - then it’s okay to say on OpenGL or learn some WebGPU. I started learning Vulkan as an experiment and it seemed to work out well, so that’s why
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by
eliasdaler
2y ago
Thanks a lot, that’s a very touching comment. I try to make my website to feel like “the old Internet” that we seem to be losing and it's great that it’s noticeable. :)
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by
eliasdaler
2y ago
I can somewhat agree… I don’t dislike/fear Vulkan now, but I feel like there should have been something in-between OpenGL and Vulkan, because in most cases you don’t need the same level control over the GPU which AAA game require. Tha
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by
eliasdaler
2y ago
Agreed. I don’t even need all these fancy Vulkan features most of the time… Just validation layers and RenderDoc debugging make the whole experience of doing graphics programming so much more pleasant for me, compared to what I had to deal
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by
eliasdaler
2y ago
I agree. I should probably clarify that in the article. It’s much easier to write “throwaway” code when you’re working alone and when you’re doing it just for fun. This advice was probably aimed at people who tend to overthink things in t
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by
eliasdaler
2y ago
Indeed. vk-bootstrap is a bit better with 600 lines of code, though: https://github.com/charles-lunarg/vk-bootstrap/blob/main/exa... Vulkan initialization and basic swapchain management is very verbose,
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by
eliasdaler
2y ago
Indeed. I used as little CSS as I could because I love minimalist websites. And the lack of syntax highlighting was inspired by Go blog, for example. :) Raw HTML definitely looks much uglier, sadly (“Reader mode” in most browsers makes webs
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eliasdaler
2y ago
Thank you! Also, everything explained in the article is pretty much here: https://github.com/eliasdaler/edbr
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eliasdaler
2y ago
Thank you. The up-front complexity is still there and it might take quite a few days to see your first triangle. But I promise, everything will get much easier from that point. :)
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I learned Vulkan and wrote a small game engine with it
(edw.is)
625 points
by
eliasdaler
2y ago
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260 comments
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eliasdaler
2y ago
https://vkguide.dev/ is fantastic.
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eliasdaler
3y ago
That’s 0.1%, actually.
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eliasdaler
4y ago
Indeed. I have no credentials to speak about such hard problems, my experience is working with high QPS servers written in Lua and a bunch of small indie games. :)
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eliasdaler
4y ago
Agreed. I see many programs use JS and Python for plugin APIs, while Lua might be a better choice in many cases. It's much simpler and easier to pick up even if you're new to the language.
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eliasdaler
4y ago
"The key is to unhinge the gameplay thread from the render/physics threads." Many simple games don't need it, by the way. A lot of 2D indie games don't do complex enough rendering/physics to warrant a separate
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eliasdaler
4y ago
Thanks a lot! Never heard of this book. Will read it and mention it in the article if I enjoy it. :)
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by
eliasdaler
4y ago
It's a shame that Java (and JavaScript) replaced the "Lua with C/C++/whatever" approach. JavaScript is incredibly hard to write in a "correct" way. It has way too many quirks and an incredibly complex tool
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