BlankMauser
@blankmauser.bsky.social
Game Developer and masher of buttons. Previous Work: Earth Romancer, Slayers For Hire, Blindsight
PolyPuppy w/ @sav.estate and @jamharts.bsky.social
They/Them. Mildly Disabled. Minors DNI 🔞
PolyPuppy w/ @sav.estate and @jamharts.bsky.social
They/Them. Mildly Disabled. Minors DNI 🔞
It's certainly fascinating that a linguistic oriented domain has trouble reasoning what parts of the hardware users should and shouldn't be allowed to understand.
But its also really funny that game developers solve problems like these in their sleep.
But its also really funny that game developers solve problems like these in their sleep.
October 20, 2025 at 10:06 PM
It's certainly fascinating that a linguistic oriented domain has trouble reasoning what parts of the hardware users should and shouldn't be allowed to understand.
But its also really funny that game developers solve problems like these in their sleep.
But its also really funny that game developers solve problems like these in their sleep.
"Hello yes this is my master thesis where I rediscovered cache contiguity and pointer compression"
October 20, 2025 at 10:01 PM
"Hello yes this is my master thesis where I rediscovered cache contiguity and pointer compression"
Yeahhh that scenecolor node is probably drawing really inefficiently depending on whether you're in deferred or forward+, which I believe is relatively new.
October 14, 2025 at 6:31 AM
Yeahhh that scenecolor node is probably drawing really inefficiently depending on whether you're in deferred or forward+, which I believe is relatively new.
If we don't make the next generation of game engines use shader objects by default game devs are just gunna lose years of their lives lol.
October 14, 2025 at 6:22 AM
If we don't make the next generation of game engines use shader objects by default game devs are just gunna lose years of their lives lol.
Did you just use a material graph or hook into Unreal's render pipeline? (Which is significantly more painful)
I'd imagine its probably because there's post-process/TAA upsampling if you don't hook into some sort of abstracted away translucency pass.
I'd imagine its probably because there's post-process/TAA upsampling if you don't hook into some sort of abstracted away translucency pass.
October 14, 2025 at 6:19 AM
Did you just use a material graph or hook into Unreal's render pipeline? (Which is significantly more painful)
I'd imagine its probably because there's post-process/TAA upsampling if you don't hook into some sort of abstracted away translucency pass.
I'd imagine its probably because there's post-process/TAA upsampling if you don't hook into some sort of abstracted away translucency pass.
I'm at this point right now, but Im using chumsky/MLIR to parse and compile to spir-v.
October 12, 2025 at 7:50 PM
I'm at this point right now, but Im using chumsky/MLIR to parse and compile to spir-v.
Me storing all my shit in .kdl because the name is cute.
September 25, 2025 at 12:07 AM
Me storing all my shit in .kdl because the name is cute.
I saw one of your old repos the other day when thinking about this myself.
You're basically describing my current workflow. Define things in a DSL, sourcegen makes "safe" packing layouts, and auto-defines its own serialize functions.
You're basically describing my current workflow. Define things in a DSL, sourcegen makes "safe" packing layouts, and auto-defines its own serialize functions.
September 24, 2025 at 8:20 PM
I saw one of your old repos the other day when thinking about this myself.
You're basically describing my current workflow. Define things in a DSL, sourcegen makes "safe" packing layouts, and auto-defines its own serialize functions.
You're basically describing my current workflow. Define things in a DSL, sourcegen makes "safe" packing layouts, and auto-defines its own serialize functions.