Recent submissions

Comment · 3 days ago
With 3Ds Max listed as good UI we really must just have different tastes, hah! :D

You've given quite a list of tools with different purpose.

For 3D work I would personally rate

Modo 3D, Zbrush > Blender, Houdini > Softimage XSI > Maya > space intentionally left empty :P > 3Ds max

Blender UI looks very nice and is very customizable. I think it's "ok" in beginner discoverability (none of 3D softs is great at that really) but when you get experienced with it it's one of the best.

I really like how they managed to keep all the tools and views pretty consistent given how many things you can do in it. Whether you are working on objects, vertices, nodes, movie clips you get the same shortcuts where possible.

Comment · 28 days ago
Never heard of anyone being bothered by it.

We don't really go around calling ourselves "slavs". And even "slavic" is kinda a scientific word.

I'm not sure that even that many people connect the dots, and even if they do it's a far history.

Comment · 9 months ago
I'm writing this on my old 2014 acer aspire.

Currently gnome-shell is taking 135MB of ram, with other gdm/gnome related background services ranging in 700KB-3.2MB each to like 20MB together.

And it's as snappy as my sway config I log into depending on the needs.

I just spammed virtual desktop changes, opening Files, browsing, and it's as snappy as it is in sway.

I think gnome is getting a lot of unfair performance criticism online as it looks like something that would be slow. Maybe it was slow back in the starting gnome3 days. Maybe there are some heavy differences in how distros package it? (arch btw)

... though I will say that from my experience it's the KDE that's the slow one. I don't have it installed currently on this machine but had in the past and have it on my steam deck(which is stronger then this laptop). It feels sluggish and I have this bouncing cursor wait animation in my head right now just thinking about it.

Comment · 2 years ago
While OpenGl vs D3D11 I would agree I don't find D3D12 vs Vulkan difference to be that big.

What are the parts that you consider objectively better in D3D12 compared to Vulkan?

Comment · 2 years ago
Comment · 2 years ago
I think saying that DX was first so it's Vulkan that was reinventing the wheel is incorrect with historical context.

AMD and DICE developed a prototype API called Mantle. Which is what both DX and Vulkan are based on.

Both Vulkan(glNext back then) and DX12 were announced around the same time. VK came a bit later as standards are usually slower in coming to decisions but it's not like VK was reinventing anything from DX.

I remember we were having a laugh reading early DX12 documentation as it was in parts just copied from Mantle with names unchanged in places!

Comment · 2 years ago
I would guess that if DX didn't exist the iteration on VK side would just be faster. Through extensions, like you've mentioned.

In the end it might have even speed up the adoption of such features. Currently if you have a multiplatform engine, even though windows is like 99% of your PC player base it's still sometimes a tough decision to just use a feature that you can't support on all your targets.

Comment · 2 years ago
But are you saying that compared to DX or just in general?

We're talking here about potential DX replacement, not about design in general and the bulk of it is very similar for both APIs.

There are some small quirks from Vulkan being made to be easily extensible which in the end I consider worth it.

I personally like how consistent the API is in both patterns and naming. After using it for a while, it's easy to infer what function will do from the name, how it will handle memory, and what you'll need to do with that object after the fact.

I find documentation better than the DX one.

What are your biggest problems with it?

Comment · 2 years ago
Not if you add Poland to the graph.

Really surprised by this as a Pole.

Comment · 2 years ago
I think for Gamedev windows is mostly good just because that's where most of your players are.

Tooling was historically also better from a GUI perspective. With nicer to-use debuggers. Now on Linux you can use Jetbrains products if you need them.

Vulkan is just as much an industry standard as DirectX 12 is. I did a lot of work with both. Choosing between them is often just a matter of being already used to one when it comes to PC support. You'll have to do DX for Xbox support and that's sometimes a bigger player base for you than Android/Linux/Switch/Mac(MoltenVK), though.

As a game developer, I can see how DX12 got a lead. As a Linux user, I'm a bit salty that it's being chosen so often! As we could have all united on an open multiplatform API :(

Comment · 2 years ago
I really like the redesign! I was dissapointed they've changed it back for me.

Comments don't need space that wide, they work better on the side, where they gain additional vertical space.

Comment · 2 years ago
Raytracing builds look surprisingly good! Meshes well with the artstyle.
Comment · 2 years ago
I understood that they'll release the source for the decompiled project, so you can build it yourself or compare hashes.

Of course it would be a lot easier to hide malicious code in such a decompiled mess of symbols.

Comment · 2 years ago
I like using Gnome but can see here how developers from other apps/ecosystems have problems with them.

They were too defensive, in the end it seems they came around but there was no need for this counter-blaming.

Comment · 2 years ago

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