Recent submissions

Comment · 4 years ago
Faster than the LuaJIT's interpreter... with the JIT disabled. would've been nice to make that more clear.
Comment · 4 years ago
the answers are more absurd than the questions
Comment · 4 years ago
> Amazon calculates a product's star rating using machine-learned models instead of a simple average.

lmao! i thought you linked me to an April fools page for a second .-.

"63% of reviews are 5 stars" but when you filter to 5 star reviews, there's zero. small indie company. i'm guessing this is all just an excuse for Amazon to inflate their numbers

Comment · 4 years ago
Comment · 4 years ago
i'm just starting learning directx and noticed it can render a triangle at 12,000 fps! i had no clue this was possible. i don't think there's any room for input delay there, but i'll find out
Comment · 4 years ago
jai's irrelevant to the performance here, but it's very relevant to how easy this was to make. i'm not a systems programmer. i've tried writing hardware accelerated things like this in C++ but have failed to get anything to compile for years. the only reason i was able to get this working is because of jai. this is my first time successfully using openGL directly, outside of someone else's game engine
Comment · 4 years ago
just used raw GL calls from #import "GL". although i did #import "Simp" as well for Simp.Texture and Simp.Shader, which Simplified things quite a bit
Comment · 4 years ago
Comment · 4 years ago
you can write 100% of the code on the gpu. but that's impractical to work with. i did that here to see how fast webgl can go, since javascript is so slow https://www.youtube.com/watch?v=UNX4PR92BpI

for this bunnymark i have 1 VBO containing my 200k bunnies array (just positions). and 1 VBO containing just the 6 verts required to render a quad. turns out the VAO can just read from both of them like that. the processing is all on the CPU and just overwrites the bunnies VBO each frame

Comment · 4 years ago
> One fun thing I discovered is just how low latency a pure CPU rasterizer can be compared to a full CPU-GPU pipeline

i'm definitely going to have to test that! always trying to minimize input delay

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