Programmer: Graphics, C++, C#, Shaders, Render Pipelines, Performance, Unity, Unreal, PC, Console, cats. https://xitter.cf/t.co/ZVhM7nzRvf https://xitter.cf/t.co/L6p2GNXesk

Adelaide, South Australia
Joined June 2016
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My favourite meme picture :)
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Ben Sims retweeted
DX12 Bindless Plugin for Unity3D is now open source, and you can use it in your projects! Can be useful for writing a custom GPU Driven Renderer. (github below)
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Decided to try implementing camera-roll when strafing without relying on broken physics. It works reasonably well, using the same quaternion spring damping as my weapon-recoil camera shake. This is more camera shake than you'd want for a casual FPS, but might suit a tactical one.
Turns out if you accidentally break some player rigidbody interpolation logic, your game ends up feeling like the game Bodycam. Maybe this was their trick all along. The accidental lean is cool tho. Windows having bad HDR capture making the game look super overexposed also helps
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Replying to @Peter_shirley
I think it's a temporal reprojection issue because the contrail didn't write motion vectors and the camera is panning sideways quickly.
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(Here is the less broken version for completion. Trying to find a nice balance between root-motion/animation-driven camera/player movement, procedural effects, and control. Making it framerate+physics framerate independent is a fun challenge, this is for multiplayer+perf reasons)
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Turns out if you accidentally break some player rigidbody interpolation logic, your game ends up feeling like the game Bodycam. Maybe this was their trick all along. The accidental lean is cool tho. Windows having bad HDR capture making the game look super overexposed also helps
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Replying to @SheriefFYI
It stopped happening when I updated my drivers unfortunately and this was one of the only cases where I wasn't even getting a crash dump or error message. was only able to figure it out by managing to attach a debugger before it crashed on startup. (Which is the above screenshot)
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Replying to @aliasedFreq
Fair, Unity is usually reasonable but last few months am always getting crashes from their internal code which it just reports as a SISGEV error without any helpful info. In the above case I was not even getting that, just a silent crash with no output to the log whatsoever.
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Replying to @SheriefFYI
Nvidia (RTX 3070). Was working fine one night, the next day, instant crash on launch. (Maybe something updated inbetween) Only explanation I can think of is that it somehow cached a bad PSO and it was then trying to retrieve it when I re-applied my edits.
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The video is running with a very slow fixed timestep of 200ms to show that the technique is stable even for large delta time values. It also compensates for drag. PID controllers don't make sense when you know the actual calculations involved. Stop using them.
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I often see "Use a PID controller" in response to "How do I achieve a given rotation using physics/torque?" If you know how the physics engine updates rotation, you can derive an exact torque. This is the code for Unity/PhysX, and an example rotating in a single frame.
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Replying to @Dispatch_Graph
Yes and no, quality of living is good here, game job opportunities are very limited though. Sydney and Melbourne have more opportunities, but much more busy and expensive to live in. Most successful studios here are niche/small groups, bigger studios seem to struggle long term.
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Replying to @ionutcava
I have already helped optimise a single UE4 title to run at 60fps on a switch without constant upscaling. Does this qualify me for even more than $1m funding? (I won't actually use the funding to make UE better though, will just use it to make TI memes)
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Half the problem with developing fundamental knowledge these days is that instead of a 2-paragraph blog post and a couple of code examples you have a 5-part YouTube series which is mostly the creators life story and favourite keyboard and IDE, plus product placement and memes.
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Replying to @aherys
You don't need the additional $ though, because TI already got you a bunch of free exposure due to their recent posts haha. It was nice of them to help you out and give you some free marketing. /s
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Replying to @ionutcava
I think that status is already achieved, but good point, there's no harm in trying harder to make sure.
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The best advice is often "learn to figure it out yourself" but that makes for a rather short and boring YouTube series with little room for adequate memes or cross-marketing product placement opportunities.
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Well said, the problem isn't really good or bad advice, it's the lack of critical thinking skills to be able to determine if the advice is relevant to your particular use case, or to determine if the advice is completely irrelevant in all use cases, or is completely farbricated.
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Replying to @JohnDraisey
I prefer my water unsalted, but garnishing my cooking with a bit of truffle salt at the end is always a nice way to help avoid death via lack of electrolyte activity. Plus truffle salt smells and tastes so good, it's life changing.
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It's a hard to avoid problem, there will always be some misinformation or outdated advice but an important part of improving as a developer is learning what kinds of advice to ignore, so thanks TI for making it so obvious. I only hope they don't accidentally give some good advice
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