multiplayer networking, game engines, MMORPG design. wgpu + js

bln
Having some time over christmas to work on my odin + webgpu "light transport" toy. - Added texture rendering support (only one tile for now) - Added ability to paint light emitters onto block surfaces
Enabled smoothing across vertices, as well as actually properly picking up the surface colors - also added ability to play around with some bounce values. Made with odin, fun project to implement
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dek retweeted
🧮 Math v0.1.0 is out now! 🧮 We asked and Opus one shot... just kidding. Our resident expert @isaac_mason_ hand crafted the playful web's most optimized math engine. → allocation-free, monomorphic and benchmarked for speed → tiny and tree-shakable, only pay for what you use → works with webgl, webgpu, wasm or your favourite renderer → data-oriented design for the fastest possible code Includes a skill for juicing up your agent. Just /math and it will produce optimized algorithms for you. This should be an easy addition to any creative dev project. And the best part? 'npm i math' github.com/pmndrs/math
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it-hare "no bugs" bunny is writing again. looks like a new book is coming too. 6it.dev/blog/on-cpu-physics-…
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dek retweeted
Added vibesail to webgamedb live player count. We got a peak of 14 current live player today! webgamedb.com/games/vibesail…
Replying to @NicolaManzini
Nice! if youre ever interested, i could get it up on webgamedb.com btw, just need a CCU API.
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It’s still early in development but what we’re developing is a shader compiler guaranteed to maintain flat execution times on GPU regardless of the data inputs to ensure real-time deadlines are reliably met no matter the content or user behavior. You’ll be able to program it like a video game, visualizing a simulation of the virtual GPU executing in a manner similar to Minecraft redstone or Factorio conveyer belts. The idea is to enable making performance bottlenecks visually obvious. We’re also creating our own real-time debugging tools built atop a GPU-based interpreter, as well as a real-time multiuser development methodology that’ll act as an alternative to version control. Two markets we are targeting. One is general purpose software for desktop and server applications. The other more premium product is targeting the safety-critical embedded systems market. We still have some R&D to do but we are hoping to revolutionize that market and replace the need for custom safety-certified hardware, operating systems, drivers, and HMI tools. This might turn into a GPU-based RTOS, we shall see. The idea is to treat the GPU as a hard real-time coprocessor where the CPU is only responsible for being a middleman for I/O, nothing more.
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This guy is doing some of the coolest web game dev work, his TinyRTS game plays really well.
Added change tracking to the map editor a while back, hoping for some satisfying timelapses. Time to reap the fruits.
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I didnt know that FragCoord.xyz allows you to see a heatmap for instruction count per pixel for a fragment shader. Really interesting.
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Revisiting this bun issue because its so clearly shows how we're nowhere near solving most real software problems with AI github.com/oven-sh/bun/issue… It would be a major win for bun, Jarred has apparently expressed his interest a long time ago, most of the code already exists but its still not happening for multiple adjacent reasons far beyond the control of a terminal despite being almost entirely a SWE problem. Feel free to look into it. Hultman is asking for 70k in funding to do this, a drop in the bucket considering the value uWs has provided bun and the potential economic unlock for a whole bunch of applications (largely a cost saving thing).
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odin usually compiles pretty damn fast. but if you're curious how to get small console apps down to ~100ms range, or want general compile speed troubleshooting tips, check out this little article I wrote jakubtomsu.github.io/posts/o…
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another German investment, another 6 hours of a notary reading every single word of all the documents out loud to each party to the transaction after we’ve all agreed on the docs
12 hours and counting - notary reads every single word of Series A docs in Germany out loud in front of founders. In person. Guys, we have GDP to grow here. Pure prehistoric madness.
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the framing for a new browser game platform that targets adults with higher game quality needs might be that you play games that survive session interruptions while you direct your clankers around
my day now has 100+ little ~2 min windows where I'm waiting for Claude How do you all spend this time?
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also, to anyone thinkign that games are bad and we shouldnt hope to be playing them while working. some games are good for your brain, im pretty convinced of this. its just that most of them are designed in a way that keeps you playing consistently and session interrupts are bad
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Hordes is having a little traffic spike @ 300+ CCU.. Traffic source is mainly players from Brazil via social media.
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Swordmasters is seeing a surge in players with the release of its new update, reaching 2,000 CCU.
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interesting dip on webgamedb as cloudflare encounters issues
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Web Game Database I set up a site to track online game CCU - Its similar to SteamDB but works for web games. I always find myself researching what performs well on steam and figured we could use something similar for online web games. Turns out theres 50k CCU across them!
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