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Search - "triangles"
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Currently I'm working on 3D game engine and making a 3D minesweeper game with it.
I have started creating a compiler not long ago using my own implementation (no Lex no tools nothing just raw algorithms application) to hopefully some day I will be able to make a language that works on top of glsl inside my game engine. I have compilers design class this semester which haven't even started yet and made a lexical analyser generator. I also have another class about geographical information systems which I will be using my engine to create some demos for some 3D rendering techniques like level of details or maybe create something similar to arcgis which we will be using.
Oh man I have many stuff I want to do.
Here is a gif showing the state of my minesweeper game. I clearly lack artistic skills lol. One thing I will be making is to model the sphere as squares not triangles.
Finally I want to mention that I months ago saw someone here at devrant making a voronoi diagrams variant of this which inspired me to make this.
I made long post so
TLDR : having fun reinventing the weel and learning 😀 -
Sometimes I just don't know what to say anymore
I'm working on my engine and I really wanna push high triangle counts. I'm doing a pretty cool technique called visibility rendering and it's great because it kind of balances out some known causes of bad performance on GPUs (namely that pixels are always rasterized in quads, which is especially bad for small triangles)
So then I come across this post https://tellusim.com/compute-raster... which shows some fantastic results and just for the fun of it I implement it. Like not optimized or anything just a quick and dirty toy demo to see what sort of performance I can get
... I just don't know what to say. Using actual hardware accelerated rasterization, which GPUs are literally designed to be good at, I render about 37 million triangles in 3.6 ms. Eh, fine but not great. Then I implement this guys unoptimized(!) software rasterizer and I render the same scene in 0.5 ms?!
IT'S LITERALLY A COMPUTE SHADER. I rasterize the triangles manually IN SOFTWARE and write them out with 64-bit atomic image stores. HOW IS THIS FASTER THAN ACTUAL HARDWARE!???
AND BY LIKE A ORDER OF MAGNITUDE AT THAT???
Like I even tried doing some optimizations like backface cone culling on the meshlets, but doing that makes it slower. HOW. Im rendering 37 million triangles without ANY fancy tricks. No hi-z depth culling which a GPU would normally do. No backface culling which a GPU with normally do. Not even damn clipping of triangles. I render ALL of them ALL the time. At 0.5 ms7 -
My Precalculus teacher has such overstrict rules on showing work.
1. On tests, degree signs must be shown in all work. This wouldn't be outrageous except that if the answer is right but a single degree sign is missing in the mandated shown work, the entire question is wrong even with a correct final answer because the "answer doesn't match up with the work".
2. We must show work in the exact form mandated from on class. If even a single step of work is missing or wrong on even one say homework problem, no credit even if the entire rest of the sheet is correct and complete.
3. Never applied to me, but if a homework problem cannot be solved by a student, they must write a sentence describing how far they got and what wasn't doable, or no credit on the entire homework. Did I mention it is checked daily and is 2 unweighted points with 50-100 point tests?
4. On graphing calculator problems, one had to draw a rectangle representing the calculator screen, even for solving systems of equations without explicit drawing graphs as part of the problem, because otherwise, she had "no proof that a calculator was used". It isn't that hard to fake, and it was quite stupid.
5. Reference triangles were required even when completely unnecessary or the answers were assumed copied, even if a better method was shown in work.
And much, much more!4 -
Me: we are running in circles going nowhere 🤬
Manager: ok, from tomorrow let's try walking backwards triangles maybe that works better
Me: 🤦♂️🤷♂️3 -
FUCK ME IN MY INDICES.
FUCK THE GPUS IN THEIR INDICES.
I mean... I understand (roughly) why the meshes are sent to gpu in this form, but at the same time...
...there's a reason why first thing I did when I was coding my procedural geometry generation library, was abstracting away all of that stuff...
...sadly, as many useful things, when I was looking for that lib on the start of this contract, I couldn't find it. and I was like "doesn't matter, this is a simple thing, using the library would be just a lazy overkill anyway".
well, fuck.
two hours of playing around with two fucking triangles, trying to figure out which indexes are pointing to the correct vertices in a list containing FOUR outline paths.
(lower inner, upper inner, lower outer, upper outer, exacly in this order).
i mean, yeah, it's actually pretty straightforward stuff... for someone not as dumb as me =D
you just have two offsets, one that jumps you to start of the upper path, another that jumps you to the start of the outer path, then it's just
0 + upOffset to get the vertex extruded upwards from the zeroth of the inner path, or
0 + outOffset to get the zeroth from the outer outline, or
0 + outOffset + upOffset, to get the one extruded from zeroth outer vertex...
and so on.
simple stuff, then you just replace the zero with loop control var, put them in the right order, and voilá! walls!
except... whatever, why am I describing in such detail, not necessary, you're not my rubber duck =D
in short, figuring out which fuckin vertex is which, when the list contains ...well, any number of points, and you need to plug the gap between last and first points of the paths, where you need to wrap around the list...
...has proven to be surprisingly hard for me.
funny how much I love doing these things with meshes, despite how bad I am at doing them, which makes me hate doing them despite loving it =D2 -
Visibility rendering using traditional vertex/fragment shaders does 39 million tris in about 3.6 ms
With my newest renderer I can push 314 million triangles in about 6 ms right now
And this is just visibility, factoring in material evaluation of traditional deferred it would be at least like 10x worse. Meanwhile everything expensive about materials is completely independent of geometric complexity in my renderer
Literally me rn: https://youtube.com/watch/...
(cant include image because devrant doesn't want to)7 -
So I got my compute shader rasterizer working pretty well now which is great. I now also have a fallback to hardware rasterization for triangles which are a bit sussy (mostly just too large) and getting that implemented without tanking performance (gazillion threads hitting the same atomic variable at the same time) involved some tricky workgroup/subgroup hackery but I'm happy with it
Only problem... I have like 90%+ SM occupancy (which is great) but I also have 90%+ SM occupancy which means the nvidia drivers think I'm mining cryptocurrency and start bottlenecking my compute performance at random. It slowly goes up to 3x, then it slowly goes down again, then it slowly goes up again... argh
Thanks, miners 😐8 -
!dev !rant
Helicopter! :3 🚁🚁🚁
If pixels were triangles, instead of squares, would this be considered pixel art? 🤔 actually no, dumb question xD sorry.
(Btw, the game where I created this is called Monogolf. It's a mobile game, it's cool, so check it out if you want! [not sponsored]) 💙1 -
Woke up and got a fking fever out of nowhere. My vision delays when i turn my head while walking, feeling unstable physically, brain feels like its melting, headache, im hot and have high temperature, burning from inside and at one point i started hallucinating the more movement i made, literally saw someone walking in front of my bedroom while no one was there. And then started seeing circles triangles and square shapes in my vision but for a short period of time. I live with my parents
Wtf is this???? Did i experience mental burnout from excess stress and studying???7 -
In school we had to make a very basic program to calculate some stuff of triangles, based on the three points of it..
Somehow i got completely into it and made "some stuff" to everything possible, w/ a stylable canvas where shit was drawn to.
Actually that turned out to be very fun.🤓 -
My dream Job Interview
Today I was interviewed by my dream company to work at. I'm still in school and it's an apprenticeship for computer science.
I had to develop a program, on a flip board which finds equilateral triangles. I was given a few points with coordinates on it and should think of something. I didn't get halfway through it.
Does anyone think that this is to much for an 17 year old still at school?
I'm so concerned that they don't take me because of this challenge.2 -
I have a question
Given an irregular area which is created by combining triangles from Delaunay triangulation, and a box with fixed ratio, how to decide where to put the box so that it has maximum area (box only has fixed ratio no fixed edge length)
I can only think of something maybe just a bit better than brute force but cannot think of anything else10