:3 (@colonthreee) 's Twitter Profile
:3

@colonthreee

:3 | Energysaving for software: ahodzil.com

ID: 133668134

linkhttp://www.colonthree.biz calendar_today16-04-2010 10:13:10

40,40K Tweet

1,1K Followers

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Jebrim (@agilejebrim) 's Twitter Profile Photo

Branchless ISPC tip of the day… Use unmasked, and(), or(), and select() for best results. Avoid if, &&, ||, and the implicit __mask as these can generate conditional jumps forward.

Branchless ISPC tip of the day…

Use unmasked, and(), or(), and select() for best results. Avoid if, &&, ||, and the implicit __mask as these can generate conditional jumps forward.
:3 (@colonthreee) 's Twitter Profile Photo

After nearing 1000 encounters with investors, in my experience: Nothing scares VCs more than a solo technical founder. They would rather invest in middlemen and sellers. Proof that product never matters.

:3 (@colonthreee) 's Twitter Profile Photo

I found out I could just replace my overly engineered struct with a float4x2 instead for the GAT's position, uniform scale, and rotation. Also scales perfectly across CPU and GPU. TwT)/

Ian JCV (@jnvcia) 's Twitter Profile Photo

:3 smugdev Definitely going to have a sane threadpool/MT system, and would you recommend rolling my own math for SIMD or just using a library? I know there's many that do it well, DirectXMath and stuff like that

Falco Girgis (@falco_girgis) 's Twitter Profile Photo

It's pretty interesting that even though the Sega Dreamcast's SH4 CPU was only meant to accelerate 3D vector and matrix operations, you can still (ab)use the FPU in various ways to still get some level of acceleration out of quaternion math. The function on the left is the

It's pretty interesting that even though the Sega Dreamcast's SH4 CPU was only meant to accelerate 3D vector and matrix operations, you can still (ab)use the FPU in various ways to still get some level of acceleration out of quaternion math.

The function on the left is the
Silent (@__silent_) 's Twitter Profile Photo

This isn't just placebo, it affects Unity games all over - the moment they use this in-built frame limiter, they are at a mercy of the Windows timer resolution (1ms) and they stutter. Special K increases the resolution to 0.5ms so it performs better, but still far from ideal.

This isn't just placebo, it affects Unity games all over - the moment they use this in-built frame limiter, they are at a mercy of the Windows timer resolution (1ms) and they stutter. Special K increases the resolution to 0.5ms so it performs better, but still far from ideal.
:3 (@colonthreee) 's Twitter Profile Photo

It seems I can halve the amount of bones used per vertex for the GAT from 4 to 2, as it doesn't seem to be that much of a difference overall. Besides, it's about scale, not accuracy. Then again, I can leave in an alternative for the users to have 4 bones if they want. TwT

Joseph Garvin (@joseph_h_garvin) 's Twitter Profile Photo

Every time the C++ committee introduces a new feature you inevitably discover some really basic case that doesn't work as expected, e.g. concepts that check if a member exists!

Every time the C++ committee introduces a new feature you inevitably discover some really basic case that doesn't work as expected, e.g. concepts that check if a member exists!
Sebastiano Mandalà (@sebify) 's Twitter Profile Photo

Silent that method I pasted already implements a mixed strategy, it's sophisticated enough to be used as it is, although I have my own solution (check SpinOnceCore) source.dot.net/#System.Privat…

:3 (@colonthreee) 's Twitter Profile Photo

It's funny (but mad sad) that the only person who doesn't understand the business model of outsourcing is also the person signing off on outsourcing... What does it take to curate someone to come into this position of power only for it to be abused?

:3 (@colonthreee) 's Twitter Profile Photo

Just found that Matrix4x4 and float4x4 are not interchangeable within Unity for multiplication operations... ;_; Left is Matrix4x4 * Matrix4x4, right is float4x4 * float4x4:

Just found that Matrix4x4 and float4x4 are not interchangeable within Unity for multiplication operations... ;_;

Left is Matrix4x4 * Matrix4x4, right is float4x4 * float4x4:
:3 (@colonthreee) 's Twitter Profile Photo

Oh wow this is bad. This looks like some shady copycat scam webcite that tries to get people to pay into the scammers' accounts, but no, this is the offical apple produce webcite... ;_;)

Oh wow this is bad. This looks like some shady copycat scam webcite that tries to get people to pay into the scammers' accounts, but no, this is the offical apple produce webcite... ;_;)