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Congrats Ukraine
for the huge victory in Eurovision!
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Emil Persson Retweeted
Those who do not learn history are doomed to repeat it.pic.twitter.com/CnLekTYzEh
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I'm strongly pro-choice, but it's frustrating that most pro-choice arguments don't even attempt to engage with the opposite side's view.
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I've not been impressed by Dawkins trying to see things with religious people's glasses on in the past, but this is actually fairly good. I'm not sure if a pro-life person would find these particular arguments compelling enough, but at least they are relevant to their concerns.https://twitter.com/RichardDawkins/status/1524788418244489217 …
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I would've hoped that at least with GPU validation enabled it would've caught it, but I find that it's not nearly as helpful with bindless as I had hoped. PIX also seems to have a hard time figuring out what resources were actually accessed with bindless except in trivial cases.
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Nvidia GPUs are surprisingly forgiving when you use bindless with garbage descriptor heap indices. Not sure if that's a good thing. We had loads of accesses to not yet created resources, and it just chugged along anyway. On AMD you get instant device loss. D3D debug is silent.
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Russia seems to be doing everything they can to make sure Sweden absolutely goes ahead and joins NATO. After invading Ukraine on the false pretext of fighting Nazis, the message here cannot be misunderstood.https://twitter.com/A_SHEKH0VTS0V/status/1521228176063700992 …
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We've used bloom effects to boost the perception of brightness since forever in games, but the effect here is much stronger. I wonder what exactly the difference is and whether there's any way this effect could be meaningfully utilized in games.https://twitter.com/AkiyoshiKitaoka/status/1521079653691117569 …
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Emil Persson Retweeted
I’ve always respected
@Trevornoah so much but this closing speech from the White House correspondents’ dinner is particularly spectacular.pic.twitter.com/k8GmBOAoYB
NowThis
Trevor Noah gets serious at the White House Correspondents' Dinner, remarking on what a ‘blessing’ it is in the U.S. to be able to ‘seek the truth and speak the truth’Show this threadThanks. Twitter will use this info to make your timeline better. UndoUndo -
Emil Persson Retweeted
Here’s the 100% of the time people love correcting others guy
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How to fix Twitter: Just show me tweets of people I follow. That's it! No "likes", no "follows" and no f-ing random "topics". Do this and there's no need for much of an "algorithm" that needs to be open sourced or whatever. The algorithm could be "sort by timestamp".
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So with Elon buying Twitter, I assume he has the same plans as for Fortnite. It's for the best.https://twitter.com/elonmusk/status/1053390822991790083 …
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For this reason I've personally always preferred to have tangent and bitangent stored and compute the normal instead.
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The trigonometry method does not have this problem. It's worth noting though that any time you compute the bitangent from the normal & tangent (which seems to be the common way) you're already in this problem domain. The bitangent may not point in the actual texcoord V direction.
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The main downside of this method though is that it produces an orthonormal basis for the tangent vectors, so no skew possible. That didn't matter for our destructable buildings, but may not work so well for e.g. characters where UVs may stretch and bend in weird ways.
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We needed this to be fast because it could produce tens of thousands of drawcalls with all the debris generated, and PS3 was the lead platform. It ended up being a performance win both on the CPU and GPU to feed quaternions to the shader instead of matrices.
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IIRC the trigonometry method ended up shipping in many titles after JC2, but I'm unsure if the quaternions ever made it. It was originally implemented in a project that sadly got cancelled, but was part of a particular high-performance material used for destructable objects.
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Been enjoying
@SebAaltonen's recent tweets on vertex packing. At Avalanche we came up with a number of ways to pack tangent space very tightly. Just Cause 2 used 8 bytes, but later we came up with two ways of using only 4 bytes. Siggraph 2012 slides: http://www.humus.name/Articles/Persson_CreatingVastGameWorlds.pdf …https://twitter.com/SebAaltonen/status/1515735247928930311 …
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This morning at 09:37 I realized that 0937 upside down reads "LEGO".pic.twitter.com/6GjFsxPUZd
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Emil Persson RetweetedThanks. Twitter will use this info to make your timeline better. UndoUndo
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