Register
Ryan Fleury
1 month ago
Hi everyone!

I apologize for the extended period of silence. I hope everyone is staying safe and healthy. I've gathered a number of very exciting announcements!



HMN Lisp Jam

Recently, on the Handmade Network Discord, we've been having some discussions about metaprogramming and using code as data. It should come to no surprise to those familiar with the topic that Lisp has come up. Lisp offers tools for this idea to a much stronger degree than, say, C. Treating code like ordinary data is an immensely powerful technique that is helpful even when doing C programming, and allows one ... Read More →

DFPSR

Dawoodoz
18 hours, 19 minutes ago
I tried designing a model in Blender using surface sub-division and high-resolution vertex colors. What should've taken around 500 kilobytes using a compressed model format ended up taking 15 megabytes when exported to a standard model format as raw polygons.

A combination of adaptive quad-tree detail tessellation and compressed vertex data instead of textures would allow sharing large assets in a less entangled data structure. Each new tessellation step loaded from a compressed model file can let the position and color be stored relative to the average of neighbors. A 3D model for each detail level will be generated as ... Read More →
Dawoodoz
1 day, 15 hours ago

c[ode]clap

spx
1 week, 6 days ago
0.9.5 is now available for Windows and Linux.

macOS is missing for now which wasn't really intended and I will try to fix this within the upcoming days. At the moment the only working build is signed but can't be notarized by current standards. Meaning that running it when flagged "com.apple.quarantine" may be harder but I have to check that. Unfortunately I can't get the task_for_pid entitlement to work when signing and notarizing with the correct options. macOS then fails to check the signature on startup (thereby forcefully killing it) even when it is perfectly valid from what I see. ... Read More →
spx
1 week ago
joe513
1 week, 2 days ago
spx
1 week, 2 days ago
spx
1 week, 2 days ago
joe513
1 week, 3 days ago

Monter

Chen
3 days, 12 hours ago
Continuing from last post, DDGI requires a high amount of memory to store its depth maps. I present a compression scheme that compresses the data to 5~10% of its original size. Note this is completely orthogonal to BC texture compression or any bit-saving tricks, so this compression ratio can be improved further with those existing techniques.

Memory Constraint

For DDGI to work effectively, we need a 16x16 depth map attached to each probe, with each texel storing both depth and depth^2. If we use R16G16 to store each texel, then that would give us 1KB per probe, not counting ... Read More →

Nirion

Ben
5 days ago
Over the past month I've been doing pretty much nothing except bug fixes and sound design. I'm getting closer to having a section of the game at a level that I'm happy to show off, but it's still probably a couple more weeks away. My process for fixing bugs and polishing the game is just playing through it, writing down stuff that needs to be fixed or improved, fixing those things mostly in the order that they were written down in, and then crossing those out once they're done. I've also been working on making sure the game works at ... Read More →
Ben
1 month ago
Ben
2 months, 2 weeks ago
Simon Anciaux
2 months, 2 weeks ago
Ben
2 months, 2 weeks ago

Seabird

Timothy Barnes
1 year, 3 months ago
I am putting this project on hiatus for the moment. I have not been able to make progress on this game in recent months that would allow me to regularly write technical blog posts. Read More →