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GPU synchronization in Godot 4.3 is getting a major upgrade
  • Great stuff. I find it really funny that a big feature of modern API's is that applications place barriers instead of being handled by the driver, and we all tried it for a while and then threw up our hands and decided to write graph systems to automatically place them because it was too hard.

  • What advice would you give to someone just starting out with a career in programming?
  • I like to not think of anything as "absolute" or "dealbreaker" (within reason. If there's a culture of harassment I'm gone, for example). But spend intentional time throughout your career reflecting on what matters to you in terms of team culture, code culture, career growth opportunities, compensation, etc. There are a lot of factors to being happy in your work, and a lot of ways to get there. Be intentional about it, and try to always move toward it. It matters a lot more than whatever software you're writing.

  • [2023 day 8] some guy on reddit manged to brute force part 2 in 57 seconds on a gpu
  • Graphics Programmer here.

    More likely you would just write data to a buffer (basically an array of whatever element type you want) rather than a render target and then read it back to the cpu. Dx, vulkan, etc. all have APIs to upload / download to / from the GPU quite easily, and CUDA makes it even easier, so a simple compute shader or CUDA kernel that writes to a buffer would make the most sense for general purpose computation like an advent of code problem.

  • CAPCOM Open Conference Professional RE:2023|CAPCOM
    www.capcom-games.com CAPCOM Open Conference Professional RE:2023|CAPCOM

    Deep Dive Into the Ever-Evolving RE ENGINE. After reviewing feedback from last year’s well-received "Capcom Open Conference RE:2022," Capcom is pleased to announce that we will be holding "Capcom Open Conference Professional RE:2023" online this year, with more focus on technical content.

    CAPCOM Open Conference Professional RE:2023|CAPCOM

    Capcom uploaded presentations on its RE engine to YouTube with English subs. Some good content in here

    0
    what do you folks discuss in your weekly/monthly 1:1 with your engineering managers?
  • This.

    I ask my boss about project-wide stuff that might impact me and my team, discuss strategy / priorities / roadmaps, ask them to weigh in on anything where I need project leadership to help resolve an issue, and any perfunctory "goals" stuff (I hate it so much haha)

  • How often does branchless programming actually matter?
  • Also if you branch on a GPU, the compiler has to reserve enough registers to walk through both branches (handwavey), which means lower occupancy.

    Often you have no choice, or removing the branch leaves you with just as much code so it's irrelevant. But sometimes it matters. If you know that a particular draw call will always use one side of the branch but not the other, a typical optimization is to compile a separate version of the shader that removes the unused branch and saves on registers

  • Why use pointers?
  • Pointers also allow you to do fun and dangerous things like casting between types!

    For example, if you're implementing your own memory allocator, at the base level your allocator only really cares about how many bytes are being requested (along with alignment, offset, other things) so you'd probably just implement it to return a char*, u8*, or void* pointing to the blob of memory you allocated with new, malloc, or whatever scheme you've cooked up. The calling code or higher level allocator code could then cast it to the actual type

  • InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)GR
    graphicsguy @programming.dev
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