Moritz Falk (@falk_moritz) 's Twitter Profile
Moritz Falk

@falk_moritz

One of the ARC bois.
It takes brass balls to make video games.

moritzfalk.github.io

日本語OKです

ID: 1200761821562593280

calendar_today30-11-2019 13:01:49

143 Tweet

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Moritz Falk (@falk_moritz) 's Twitter Profile Photo

D3D11 is kinda okay as an API. Well, aside from the initialisation nonesene... But the blend state stuff gotta be the worst part. Glad I figured it out once. Been copy-pasting that shit ever since.

Moritz Falk (@falk_moritz) 's Twitter Profile Photo

New gfx insight? Voxel Cone Tracing is to Ray Tracing what Variance Shadow Maps are to Shadow Maps. At least kind of. Maybe once we're all RTX gigachads we can forget about vct, but until then maybe some variant of vct could be viable for none-high-end cards.

Moritz Falk (@falk_moritz) 's Twitter Profile Photo

I've been looking into taking advantage of mipmaps when ray tracing voxels to speed up traversal of empty spaces, but had trouble figuring it out on paper. So I wrote a little simplified thing in #raylib instead.

Moritz Falk (@falk_moritz) 's Twitter Profile Photo

One of the many useful things I learned from Casey Muratori's HMH is the idea of structured art. This magnificient arrangement of cubes allowed me to correctly set up the coordinate transforms for my Blender <-> GLTF <-> Game import/export chain.

One of the many useful things I learned from <a href="/cmuratori/">Casey Muratori</a>'s HMH is the idea of structured art.
This magnificient arrangement of cubes allowed me to correctly set up the coordinate transforms for my Blender &lt;-&gt; GLTF &lt;-&gt; Game import/export chain.
Jakub Tomšů (@jakubtomsu_) 's Twitter Profile Photo

Solar Storm is made in my custom engine written in Odin. The Renderer uses sokol_gfx by Andre Weissflog. A short thread about how the redering works behind the scenes... #indiedev #programming

Solar Storm is made in my custom engine written in Odin.
The Renderer uses sokol_gfx by <a href="/FlohOfWoe/">Andre Weissflog</a>.

A short thread about how the redering works behind the scenes...

#indiedev #programming
Taha Torabpour (@tahatorabpour) 's Twitter Profile Photo

One question I get about ARC is how many lines of code does it take to create [X] UI? This animated Keyboard UI (including the title text) is written in 160 lines of C code. It’s deliberately verbose to serve as a clear, straightforward example of building UIs with ARC.

Taha Torabpour (@tahatorabpour) 's Twitter Profile Photo

My talk at Better Software Conference is now live on YouTube! I had the privilege of demoing ARC, our new Immediate Mode UI library written in C, followed by a Q&A. Presenting our work in front of some of the world’s best programmers was a massive honor, and the feedback has been

Taha Torabpour (@tahatorabpour) 's Twitter Profile Photo

Check out this ARC demo showcasing accessibility features and keyboard navigation. All visuals are ARC UI elements, no shader tricks involved. Enable audio to hear the screen reader.

Taha Torabpour (@tahatorabpour) 's Twitter Profile Photo

Check out the ARC Starter Kit running in d7samurai's D3D11 example. ARC ships with ready to use renderer backends which is perfect for when you want to quickly add ARC to a project without writing a renderer and or using it as a solid starting point. ARC also ships with a

Wassim Alhajomar (@wassimulator) 's Twitter Profile Photo

I’m looking for a new job (remote, or local in Munich). Ideally full-time; employment or contracting. Experience: low-level systems, C/C++, game engines If this aligns with what you’re seeking, please DM me or email me at [email protected] Portfolio link in comments ->