darzu
Joined 11 years ago
Joined 11 years ago
Note that when the parent comment says "software rendering" they're referring to software (compute shaders) on the GPU.
Edit: after digging a little, Iroh uses QUIC which looks like a reliable, ordered protocol as opposed to the unreliable, unordered nature of UDP which is what many games need.
Now what I'd love to figure out is if there's a way to use their relay hopping and connection management but send/receive data through a dumb UDP pipe.
You might enjoy following https://mastodon.gamedev.place/@lisyarus, but he does ship games.
They use Lua heavily in Roblox so they've got a lot of tools and expertise in it, so I assume they see a lot of benefit to further standardizing their high level language.
I'm guessing they have some tooling to auto-translate typescript into Lua to massively speed up their porting. TypeScript has a very good compiler API for doing exactly this sort of thing and I've written a decent TypeScript <-> Python translation before.
But i would like to hear more details of the corruption if parent is willing to share. This is pretty much my worst nightmare scenario.
But Dolphin's "Ubershader" is a different beast. It's about handling all the shader variants for _all_ Dolphin games (which are made in different engines) with one shader, and the variant parameters aren't passed as nice constants (data) but as shader programs (code) that need to be interpreted to be understood. It's more like a meta-shader that takes shaders as input and produces shaders as opposed to a "normal" ubershader which takes configuration to specialize it at runtime.
I think that's right anyway. I haven't worked directly with ubershaders in either variety and my knowledge comes from building my own hobby engine and 3D pipelines.