MarcTorres_Dev retweeted
Y efectivamente, estoy dentro 5-1-3 termino 132/1324, +30 -> 501
Honolulu allá voy
MarcTorres_Dev retweeted
Top 1 en el League Cup de Naips en Palamos! Top 8 tambien en un cup de Montpellier 😄
Tremendo, a 426/500 me situo, con 4 cups y 2 regionales por delante, hay un monton de combinaciones que me sirven y este deck me da tremenda seguridad
MarcTorres_Dev retweeted
C++ Programming Cookbook #book
Proven solutions using C++ 20 across functions, file I/O, streams, memory management, STL, concurrency, type manipulation and error debugging
leanpub.com/cprogrammingcook…
MarcTorres_Dev retweeted
I developed new #SkillBasedMatchmaking methods for video games. You can see them in my upcoming #I3D2024 paper:
cemyuksel.com/research/match…
Proper skill-based matchmaking is crucial for making video games fun. The methods I describe outperform Elo, Glicko, and TrueSkill.
MarcTorres_Dev retweeted
In 2024 there is really *still* no built-in C++ language support for converting an enum value to a string?!
Currently looking at the magic_enum library...
github.com/Neargye/magic_enu…
MarcTorres_Dev retweeted
You can put all your game data in arrays. And index them with a handle. Handle can include generation bits for lifetime check.
My SIGGRAPH 2023 presentation had some slides about this, titled: "Generational Pools and Handles".
advances.realtimerendering.c…
MarcTorres_Dev retweeted
I have a list of various resources for game developers. If you have any suggestions you think I should add, please let me know. :) #GodotEngine @passivestar_ @KenneyNL
docs.google.com/spreadsheets…
MarcTorres_Dev retweeted
New article! 📝
I had this lying around for ~5 years, its from my Lucid Trips era.
Recently found the energy to rewrite it and put it into shape. As always, feedback is very much appreciated.
julhe.github.io/posts/always…
MarcTorres_Dev retweeted
Replying to @bobbydigitales
nothings.org/gamedev/blue_no…
This page is a goldmine! I use it for blue noise sampling/positioning on the GPU.
MarcTorres_Dev retweeted
Replying to @iquilezles
I haven't tried it myself but there is github.com/Pagghiu/SaneCppLi…
MarcTorres_Dev retweeted
another treasure mine for rendering tech links (with some good separation per topic like deferred, lighting, GI,...etc.), found it while digging for a paper 🥹
tfpsly.free.fr/bookmarks.htm…
MarcTorres_Dev retweeted
Online tool to visualise samples drawn from various distributions for some intuition into how they are laid out spatially wkjarosz.github.io/SamplinSa…. Eg random points are not as uniform as one may think and prone to clustering, compared to a low discrepancy set like Hammersley. 1/2
MarcTorres_Dev retweeted
my new years resolution is to really be far even as decided to use even go want to do look more like
MarcTorres_Dev retweeted
Nou esdeveniment a @inGenioBCN! El 30 de desembre a partir de les 10:30h es durà a terme una sessió gratuïta per a nous jugadors! Cada assistent rebrà una baralla exclusiva a escollir!!
També per als més experimentats tenim la Incursió MAX o la selecció de Ditto!
Agraeixo RT!
MarcTorres_Dev retweeted
This is an AMAZING video on how to use @RenderDoc like a pro.
Even if you're not a driver dev, it helps a lot to know all it can do to diagnose issues in rendering.
youtube.com/watch?v=OyIxKX3S…
MarcTorres_Dev retweeted
Replying to @ImpossibleScott
Game engine architecture is such a good read.
This figure (free on the website) is just fantastic:
MarcTorres_Dev retweeted
The course notes from "A Gentle Introduction to ReSTIR" are not only well written but well presented as well, I really like the right column with the references and notes, so much easier to use compared to scrolling to the end of the document and back. intro-to-restir.cwyman.org/ 1/2
MarcTorres_Dev retweeted
We have a great public Notion page you should check out for useful tools, breakdowns and tutorials.
tuataragames.notion.site/Tua…
#techarttoolbox #realtimeVFX
MarcTorres_Dev retweeted
An alternative to distance fields for software raytracing. Seems super interesting!
zheng95z.github.io/publicati…
MarcTorres_Dev retweeted
A good thread about cheap deferred lights. Modern engines have deferred lights, but they are often very expensive due to various factors. Writing your own cheap screen space lights is a good idea.
Alternative solution: Write your own renderer and make all local lights fast :)


























