Johannes Spohr retweeted
Finally got tired of using ASTC decoders not written by me. Solving that now.
Johannes Spohr retweeted
On Rusty Trails is coming to Nintendo Switch on Nov. 16! 💙 Add it to your wishlist today ❤
🇺🇸 nintendo.com/us/store/produc…
🇪🇺 nintendo.co.uk/Games/Nintend…
#NintendoSwitch #indiegames
Johannes Spohr retweeted
So @tha_rami said what I couldn’t
Why? Cause I’m in charge of handling the 130 scholarships for the 13 countries for Latam
And if I speak
1: nobody cares cause I’m not famous
2: I was worried it could compromise the scholarships that devs need so much
So here it is 👇🏽
You’re unable to view this Post because this account owner limits who can view their Posts. Learn more
Johannes Spohr retweeted
Learn more about self-publishing on the Epic Games Store with new publishing tools in the Epic Games Developer Portal.
Click through to learn more about the process, requirements and how to get started: epic.gm/self-publishing-tool…
Johannes Spohr retweeted
A blog post for memory management in C/C++ (Junkyard engine): septag.dev/blog/posts/junkya…
„My review of the C standard library in practice“ - good, nitpicky but useful summary of libc drawbacks and pitfalls nullprogram.com/blog/2023/02…
Johannes Spohr retweeted
Some stats about the German games grant program, which gives out €50M per year (€70M in 2023) for German game projects... 🧵
Johannes Spohr retweeted
Hey! We want to discover unpopular open source game engines out there! Consider joining #AlternativeEngineJam itch.io/jam/alternative-engi… #gamedev
Johannes Spohr retweeted
I've been busy!✨ #MagnumEngine now has convenient CPU feature detection and dispatch, both at compile-time and at runtime, and on x86, ARM and WebAssembly: blog.magnum.graphics/backsta…
Johannes Spohr retweeted
A post in which I explain the thinking and design of Use.GPU:
acko.net/blog/the-case-for-u…
Johannes Spohr retweeted
Benchmarking Malloc with Doom 3 forrestthewoods.com/blog/ben…
#gamedev #gamedevelopment #indiedev #cpp
Johannes Spohr retweeted
NVIDIA’s New AI Grows Objects Out Of Nothing! 🤖
▶️Full video (ours): youtu.be/5j8I7V6blqM
📜Source paper: nvlabs.github.io/nvdiffrec/
#nvidia #ai
Johannes Spohr retweeted
Replying to @jooones
My latest ispc BC7 encoder (which is 2-3x faster than ispc_texcomp) is here:
github.com/richgel999/bc7enc…
I will be fixing this issue there, too. I don't know which other BC7 encoders have this problem, but AMD Compressonator's definitely does.
Just to clarify, as far as I understand, this is a BC7 issue in general with mode 6 opaque blocks causing these weird alpha artifacts. It's not a fault of the Basis encoder/transcoder, I just happened to discover the issue on their GitHub!
Apparently, the only two choices are either accept worse RGB quality, or multiply alpha by (255/254) in the pixel shader. Ugh. github.com/BinomialLLC/basis…
Apparently, the only two choices are either accept worse RGB quality, or multiply alpha by (255/254) in the pixel shader. Ugh. github.com/BinomialLLC/basis…
If you run into this and are looking for a quick hack to fix it, this mentions the workaround (which means you accept worse PSNR for RGB though): github.com/BinomialLLC/basis…
Johannes Spohr retweeted
⏱ Making Your Game Go Fast by Asking Windows Nicely ⏱
Normally to make code faster, you have it do less work. This isn't about that. Here's a list of ways to make your game faster w/out major changes to content or code.
#gamedev #programming #indiedev
anthropicstudios.com/2022/01…

















