Sergii Biloshytskyi 🇺🇦
alariq.bsky.social
Sergii Biloshytskyi 🇺🇦
@alariq.bsky.social
Game developer(rendering/engine). prev: TD at Dragonslake, made stuff at AMD, AvalancheStudios, Ubisoft, etc. Rock climbing, bicycle, books and guitar. / @[email protected]
February 12, 2026 at 2:48 PM
I moved our engine to PMA to get that second property as I was rendering alpha pass to separate RT of different size and then compositing, to get more perf. Great blog! Thank you.
January 29, 2026 at 2:43 PM
guess 320x200 is too small, 800x600 is not altered
January 18, 2026 at 7:12 PM
not sure why the original video was rescaled :(
January 18, 2026 at 7:08 PM
pushed PR, docs fixed now
September 20, 2025 at 8:03 AM
IIRC all-things-andy-gavin website has a lot of interesting info. This is Andy Gavin himself personal web site, so first hand info
July 29, 2025 at 4:20 PM
I do the same :)
July 21, 2025 at 8:49 AM
this one got a new family yesterday
June 13, 2025 at 5:25 PM
Digital Video and HD Algorithms and Interfaces.
May 18, 2025 at 10:29 AM
3/3 The choice of small integer factor arose from the use of vacuum tube divider circuits to divide field from line rates. Such dividers were stable only for small divisors.
May 18, 2025 at 10:27 AM
2/3 line and field rate by 1001/1000 to 15.734kHz and 59.94Hz respectively (that is where this odd number comes from). But why exactly 1001? The factors of 1001 are 7, 11 & 13 known since ancient times (also considered unlucky).
May 18, 2025 at 10:27 AM
rustling of leaves, crackling of branches/canopy, even tree trunk creaking when bent by the wind. Charles Ros's sound of trees and Samorost game could give some ideas
April 5, 2025 at 9:01 PM