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Sergii 🇺🇦

@alariq@mastodon.gamedev.place
mastodon 4.7.3
  • Open on mastodon.gamedev.place

gamedev (engine, rendering). ex Ubisoft, ex Avalanche. Beltion: Beyond Ritual, AC: Revelations, Just Cause 3, made BulletStorm Switch, made Indivisible Switch, etc. Trying to learn math.

17 Followers
85 Following
13 Posts
Joined December 08, 2017
github:
https://github.com/alariq
bsky:
@alariq.bsky.social‬
Open post
Sergii 🇺🇦 @alariq@mastodon.gamedev.place
· 8mo ago
Replying to
it did :( should be more like this
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Open post
Sergii 🇺🇦 @alariq@mastodon.gamedev.place
· 5mo ago

Finally added movie player for my old Mech Commander 2 OpenGL port. Noticed someone has forked my repo https://github.com/alariq/mc2 and added 600+ [Claude co-authored] commits in 2 weeks!
It was stated that fork https://github.com/ThranduilsRing/mc2-opengl-remastered has PBR terrain(?), PCF shadows, tessellation, etc.. Somehow shaders had mistakes, but I was interested how it all looks, so I fixed them and was able to run the fork. Indeed it had higher res terrain and PCF shadows, but both look as if they do not belong to the game.

GitHub

GitHub - alariq/mc2: Mech Commander 2 open source engine + OpenGL Linux port

Mech Commander 2 open source engine + OpenGL Linux port - alariq/mc2

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Open post
Sergii 🇺🇦 @alariq@mastodon.gamedev.place
· 5mo ago

wow! you can step-debug GLSL pixel shaders in #renderdoc. Was interested why one particular pixel becomes black, clicked Debug button and... it just worked. Apparently there are limitations, but it worked for me just fine.

mastodon.gamedev.place
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Open post
Sergii 🇺🇦 @alariq@mastodon.gamedev.place
· 8mo ago
Replying to
@pythno@mastodon.gamedev.place Agree about filling the framebuffer. It makes it extremely portable (I've already been thinking about making a tiny game with it, hopefully most of the border cases were solved). But to just get a retro look I think it is easier by using conventional GPU APIs. Just render to low res with nearest sampling and flat shading. For extra analogue touch: encode to PAL and back :)
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Open post
Sergii 🇺🇦 @alariq@mastodon.gamedev.place
· 8mo ago
Replying to
@pythno@mastodon.gamedev.place was waiting for that comment )
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Open post
Sergii 🇺🇦 @alariq@mastodon.gamedev.place
· 8mo ago
Replying to
@jalict@mastodon.gamedev.place ah forgot to mention here: spaceship is from PsionicGames (itch.io) and planet is an image from craftpix.net
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Open post
Sergii 🇺🇦 @alariq@mastodon.gamedev.place
· 6mo ago
Replying to
@rygorous I always find your articles top quality and well thought out. I do need to reread some parts couple of times (maybe more ;) ) but then again, what is the reason to just skim without understanding.
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Open post
Sergii 🇺🇦 @alariq@mastodon.gamedev.place
· 5mo ago

why yes, of course this has zero [syntax] errors.

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Sergii 🇺🇦 @alariq@mastodon.gamedev.place
· 7mo ago

Revision 2026 invitation is awesome!
https://m.youtube.com/watch?v=dYpy5PCMS0Y

Slipstream - The Golden Disk (Revision 2026 Invitation)

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Open post
Sergii 🇺🇦 @alariq@mastodon.gamedev.place
· 7mo ago

it was fun. my first approach led to dead end. had to restart from blank state, this led to 1285. Not best, but not sure where to go from here, code becomes more complicated and not so fun anymore :) I know it should be possible theoretically but do not want to start from scratch 3rd time. kerneloptimization.fun #kerneloptimizationfun

mastodon.gamedev.place

Gamedev Mastodon

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Open post
Sergii 🇺🇦 @alariq@mastodon.gamedev.place
· 12mo ago

was fruitlessly trying to find an error in my rasterizer code, until I understood that there is an error here: https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#3.4.2.1%20Top-Left%20Rule
upd: pushed PR, it is fixed now

microsoft.github.io
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Sergii 🇺🇦 @alariq@mastodon.gamedev.place
· 6mo ago
Replying to
@unfa@mastodon.social I have Arch, x11, RTX3050Ti, cloned 4.6.1 compiled, ran following your steps, it runs fine. I see some validation errors related to relaxed precision (midp/min16float) though, but that should not cause any deadlocks.
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