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  • r@glauca.spaceR r@glauca.space

    @MaddieM4 @hyc @ireneista @mcc @decay @amarioguy my old university indeed threw out the earlier parts of their signals-and-systems curriculum and replaced it with something project-centered

    r@glauca.spaceR This user is from outside of this forum
    r@glauca.spaceR This user is from outside of this forum
    r@glauca.space
    wrote sidst redigeret af
    #212

    @MaddieM4 @hyc @ireneista @mcc @decay @amarioguy that was probably the right move, for people *already* "doing engineering"

    maybe this is wishful thinking, but i was hoping it was possible to teach (or at least.... make accessible?) the ideas to people who haven't yet realized they are "doing" "engineering"

    ireneista@adhd.irenes.spaceI 1 Reply Last reply
    0
    • mcc@mastodon.socialM mcc@mastodon.social

      Anyway, I spent the last week writing documentation for Redox. The Redox project seems to be happy for my documentation patches. One thimble full of water, out of the sinking boat.

      aeva@mastodon.gamedev.placeA This user is from outside of this forum
      aeva@mastodon.gamedev.placeA This user is from outside of this forum
      aeva@mastodon.gamedev.place
      wrote sidst redigeret af
      #213

      @mcc the problem of my desire for fast 3D rendering being in apparent conflict with my desire for a portable slop free human-sized computing environment has been weighing on me pretty hard. i've been thinking it might be worthwhile to investigate software rendering systems, since they can probably be made more performant than llvmpipe by not emulating a full general purpose gpu api, but idk where i'd start with that

      aeva@mastodon.gamedev.placeA mcc@mastodon.socialM radgerayden@mstdn.socialR halcy@icosahedron.websiteH 4 Replies Last reply
      0
      • aeva@mastodon.gamedev.placeA aeva@mastodon.gamedev.place

        @mcc the problem of my desire for fast 3D rendering being in apparent conflict with my desire for a portable slop free human-sized computing environment has been weighing on me pretty hard. i've been thinking it might be worthwhile to investigate software rendering systems, since they can probably be made more performant than llvmpipe by not emulating a full general purpose gpu api, but idk where i'd start with that

        aeva@mastodon.gamedev.placeA This user is from outside of this forum
        aeva@mastodon.gamedev.placeA This user is from outside of this forum
        aeva@mastodon.gamedev.place
        wrote sidst redigeret af
        #214

        @mcc something I was surprised to discover when I picked up pygame to fart around with a few years ago, is there was a lot of documentation effort put forth towards dispelling old best practices that weren't necessary anymore, because CPUs are just so much faster now than they were in the early 2000s, and we don't really need to do dirty rects and stuff for most things to get good performance anymore.

        aeva@mastodon.gamedev.placeA 1 Reply Last reply
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        • aeva@mastodon.gamedev.placeA aeva@mastodon.gamedev.place

          @mcc the problem of my desire for fast 3D rendering being in apparent conflict with my desire for a portable slop free human-sized computing environment has been weighing on me pretty hard. i've been thinking it might be worthwhile to investigate software rendering systems, since they can probably be made more performant than llvmpipe by not emulating a full general purpose gpu api, but idk where i'd start with that

          mcc@mastodon.socialM This user is from outside of this forum
          mcc@mastodon.socialM This user is from outside of this forum
          mcc@mastodon.social
          wrote sidst redigeret af
          #215

          @aeva i want to make a simple FPGA design for a CPU peripheral that can render flat-shaded triangles from a list directly to HDMI SERDES and make a game where two tanks across from each other on a tennis court fire orbs at each other and then have to recover and fire them back on a timer, and then make a fake Activision Atari-looking boxart for it saying

          TANK TENNIS
          ELECTRONIC VIDEO ENTERTAINMENT EXPERIENCE
          FOR RISC-V🄯 SYSTEMS

          ADVANCED 3D GRAPHICS

          mcc@mastodon.socialM 1 Reply Last reply
          0
          • aeva@mastodon.gamedev.placeA aeva@mastodon.gamedev.place

            @mcc something I was surprised to discover when I picked up pygame to fart around with a few years ago, is there was a lot of documentation effort put forth towards dispelling old best practices that weren't necessary anymore, because CPUs are just so much faster now than they were in the early 2000s, and we don't really need to do dirty rects and stuff for most things to get good performance anymore.

            aeva@mastodon.gamedev.placeA This user is from outside of this forum
            aeva@mastodon.gamedev.placeA This user is from outside of this forum
            aeva@mastodon.gamedev.place
            wrote sidst redigeret af
            #216

            @mcc and I found that also to be true with mollytime. CPUs have been very fast for a long time. I thought mollytime's somewhat naive internals would only be practical on semi-recent hardware, but it seems to work reasonably well on 20 year old hardware as well.

            aeva@mastodon.gamedev.placeA 1 Reply Last reply
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            • mcc@mastodon.socialM mcc@mastodon.social

              @aeva i want to make a simple FPGA design for a CPU peripheral that can render flat-shaded triangles from a list directly to HDMI SERDES and make a game where two tanks across from each other on a tennis court fire orbs at each other and then have to recover and fire them back on a timer, and then make a fake Activision Atari-looking boxart for it saying

              TANK TENNIS
              ELECTRONIC VIDEO ENTERTAINMENT EXPERIENCE
              FOR RISC-V🄯 SYSTEMS

              ADVANCED 3D GRAPHICS

              mcc@mastodon.socialM This user is from outside of this forum
              mcc@mastodon.socialM This user is from outside of this forum
              mcc@mastodon.social
              wrote sidst redigeret af
              #217

              @aeva …but I'm not doing that. I'm doing things that I want to do less than that

              1 Reply Last reply
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              • mcc@mastodon.socialM mcc@mastodon.social

                @MaddieM4 @decay @riley @ireneista @amarioguy *rubbing eyes* is SPIR-V an ISA? I thought it was literally a fork of LLVM IR

                That is a very different abstraction level with very different forward compatibility commitment risks

                maddiem4@raphus.socialM This user is from outside of this forum
                maddiem4@raphus.socialM This user is from outside of this forum
                maddiem4@raphus.social
                wrote sidst redigeret af
                #218

                @mcc @decay @riley @ireneista @amarioguy And yet it's hard to imagine a GPU not have on-board controller silicon capable to take LLVM IR or even a higher-level bytecode and lower it down to board-specific machine code.

                mcc@mastodon.socialM 1 Reply Last reply
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                • aeva@mastodon.gamedev.placeA aeva@mastodon.gamedev.place

                  @mcc the problem of my desire for fast 3D rendering being in apparent conflict with my desire for a portable slop free human-sized computing environment has been weighing on me pretty hard. i've been thinking it might be worthwhile to investigate software rendering systems, since they can probably be made more performant than llvmpipe by not emulating a full general purpose gpu api, but idk where i'd start with that

                  radgerayden@mstdn.socialR This user is from outside of this forum
                  radgerayden@mstdn.socialR This user is from outside of this forum
                  radgerayden@mstdn.social
                  wrote sidst redigeret af
                  #219

                  @aeva @mcc while LÖVE is gpu rendered, the development guidelines have an anti-AI stance. Other than that I really like it and it may fit your "human-sized" environment. At least worth checking out if you haven't

                  mcc@mastodon.socialM 1 Reply Last reply
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                  • aeva@mastodon.gamedev.placeA aeva@mastodon.gamedev.place

                    @mcc and I found that also to be true with mollytime. CPUs have been very fast for a long time. I thought mollytime's somewhat naive internals would only be practical on semi-recent hardware, but it seems to work reasonably well on 20 year old hardware as well.

                    aeva@mastodon.gamedev.placeA This user is from outside of this forum
                    aeva@mastodon.gamedev.placeA This user is from outside of this forum
                    aeva@mastodon.gamedev.place
                    wrote sidst redigeret af
                    #220

                    @mcc I think the broader tech industry managed to convince itself that CPUs were just inherently incurably slow and just kinda forgot that they've been fast for a long time, which is maybe fortunate because if these perpetual GPU shortages we've been having since crypto currency scams became a thing (and only have gotten worse), then if CPUs are unfashionable but secretly very fast, well, maybe I can learn to live with that.

                    aeva@mastodon.gamedev.placeA 1 Reply Last reply
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                    • radgerayden@mstdn.socialR radgerayden@mstdn.social

                      @aeva @mcc while LÖVE is gpu rendered, the development guidelines have an anti-AI stance. Other than that I really like it and it may fit your "human-sized" environment. At least worth checking out if you haven't

                      mcc@mastodon.socialM This user is from outside of this forum
                      mcc@mastodon.socialM This user is from outside of this forum
                      mcc@mastodon.social
                      wrote sidst redigeret af
                      #221

                      @radgeRayden @aeva There is some background context here. Aeva is more looking to write a 3D rendering environment than she is looking for a 3D rendering environment to use.

                      Also, I spent some years making a commercial video game in a 3D variant of LÖVE , although it did not ship https://www.youtube.com/watch?v=HLBAjKQNmFI

                      radgerayden@mstdn.socialR 1 Reply Last reply
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                      • r@glauca.spaceR r@glauca.space

                        @MaddieM4 @hyc @ireneista @mcc @decay @amarioguy that was probably the right move, for people *already* "doing engineering"

                        maybe this is wishful thinking, but i was hoping it was possible to teach (or at least.... make accessible?) the ideas to people who haven't yet realized they are "doing" "engineering"

                        ireneista@adhd.irenes.spaceI This user is from outside of this forum
                        ireneista@adhd.irenes.spaceI This user is from outside of this forum
                        ireneista@adhd.irenes.space
                        wrote sidst redigeret af
                        #222

                        @r @MaddieM4 @hyc @mcc @decay @amarioguy worthy goal, for sure

                        1 Reply Last reply
                        0
                        • mcc@mastodon.socialM mcc@mastodon.social

                          @radgeRayden @aeva There is some background context here. Aeva is more looking to write a 3D rendering environment than she is looking for a 3D rendering environment to use.

                          Also, I spent some years making a commercial video game in a 3D variant of LÖVE , although it did not ship https://www.youtube.com/watch?v=HLBAjKQNmFI

                          radgerayden@mstdn.socialR This user is from outside of this forum
                          radgerayden@mstdn.socialR This user is from outside of this forum
                          radgerayden@mstdn.social
                          wrote sidst redigeret af
                          #223

                          @mcc @aeva you can dress down love a lot and implement your own renderer but point taken

                          mcc@mastodon.socialM 1 Reply Last reply
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                          • radgerayden@mstdn.socialR radgerayden@mstdn.social

                            @mcc @aeva you can dress down love a lot and implement your own renderer but point taken

                            mcc@mastodon.socialM This user is from outside of this forum
                            mcc@mastodon.socialM This user is from outside of this forum
                            mcc@mastodon.social
                            wrote sidst redigeret af
                            #224

                            @radgeRayden @aeva Yes, I did. Or rather Bjorn Swenson did. And then I used his renderer

                            1 Reply Last reply
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                            • maddiem4@raphus.socialM This user is from outside of this forum
                              maddiem4@raphus.socialM This user is from outside of this forum
                              maddiem4@raphus.social
                              wrote sidst redigeret af
                              #225

                              @ireneista @mcc @decay @riley @amarioguy Right. And you don't even need to do it very "live", since you really just need primitives for messing with VRAM (including uploading code) and creating a reusable lowered piece of code, handwave handwave.

                              1 Reply Last reply
                              0
                              • aeva@mastodon.gamedev.placeA aeva@mastodon.gamedev.place

                                @mcc I think the broader tech industry managed to convince itself that CPUs were just inherently incurably slow and just kinda forgot that they've been fast for a long time, which is maybe fortunate because if these perpetual GPU shortages we've been having since crypto currency scams became a thing (and only have gotten worse), then if CPUs are unfashionable but secretly very fast, well, maybe I can learn to live with that.

                                aeva@mastodon.gamedev.placeA This user is from outside of this forum
                                aeva@mastodon.gamedev.placeA This user is from outside of this forum
                                aeva@mastodon.gamedev.place
                                wrote sidst redigeret af
                                #226

                                @mcc it's too bad that the kinds of things I want to make are more in the "what if the gamecube also had real vertex & fragment shaders" territory and not "doom mod" territory or I'd be having an easier time of it right now 😕

                                1 Reply Last reply
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                                • maddiem4@raphus.socialM maddiem4@raphus.social

                                  @mcc @decay @riley @ireneista @amarioguy And yet it's hard to imagine a GPU not have on-board controller silicon capable to take LLVM IR or even a higher-level bytecode and lower it down to board-specific machine code.

                                  mcc@mastodon.socialM This user is from outside of this forum
                                  mcc@mastodon.socialM This user is from outside of this forum
                                  mcc@mastodon.social
                                  wrote sidst redigeret af
                                  #227

                                  @MaddieM4 @ireneista *is* that done on on-board controller silicon? I would have assumed it's done in a CPU-driven userspace thing installed in to the regular operating system alongside the driver.

                                  Like I'm certain they *could* do it with on-board controller silicon, if they wanted, but even then I suspect that on-board controller silicon would look a lot like a small ARM running a CPU-based compiler in a tiny Linux

                                  ireneista@adhd.irenes.spaceI maddiem4@raphus.socialM swetland@chaos.socialS 3 Replies Last reply
                                  0
                                  • r@glauca.spaceR r@glauca.space

                                    @ireneista @MaddieM4 @mcc @decay @amarioguy the "traditional" curriculum (or at least, mostly generalizing from my own experience) is approximately:

                                    1. some general engineering math (complex exponentials, linear algebra)
                                    2. fourier series, fourier transforms
                                    3. convolution
                                    4. sampling
                                    5. discrete time fourier transforms, discrete fourier transforms
                                    6. laplace transforms, z transforms
                                    7. filters, "various properties" (pole/zero, causality, stability, bandwidth, etc.), "various design tools" (bode plots, root locus analysis, known/established filter designs, etc.)
                                    8. multiple-input and multiple-output systems
                                    9. newer "state space" techniques
                                    10. linear-time-varying systems, nonlinear systems, stochastic systems, and beyond

                                    with "digital signal processing" as an offshoot that lives somewhere vaguely around step 7 with some ideas from later steps

                                    this is..... an *extremely* theory-heavy and tbqh rather old (in terms of absolute-time) approach, very much within the "electrical engineering"-owned-and-controlled part of the conceptual space

                                    r@glauca.spaceR This user is from outside of this forum
                                    r@glauca.spaceR This user is from outside of this forum
                                    r@glauca.space
                                    wrote sidst redigeret af
                                    #228

                                    @ireneista @MaddieM4 @mcc @decay @amarioguy anyways, i _really_ struggle to actually *talk with* people who don't do well with this approach, and with social reach in general, so i haven't invested too much into this, but some patterns i've noticed nonetheless:

                                    * some people just.... don't.... like.... symbols??? (i've been realizing how difficult a concept "abstraction" really is, and how much of the "cabal of Elite™️ universities" pressure (and toxicity) is in part an attempt to force you to learn their particular style of doing abstraction. but, otoh, the part i _really_ don't get is that there seem to exist people who don't like symbols in "equations" but are perfectly happy with symbols in computer code or on a graph)

                                    * a lot of this is insufficiently physical (even a project-based curriculum *run by the EE department* doesn't usually have as many fiddly doohickeys as "musicians" seem to like)

                                    * everything is connected to everything else. this is either spelled out in *too much* detail or *too little* detail, never "just right". at the same time, everything is either too much "you are smart, you can do the computer-y bits by yourself" or else too much "here is something to plug into the computer", never "just right" either. (in case examples help: using pencil-and-paper to do the derivation from FT->DTFT->DFT is *really cool*, but unless you're already in the "right" mindset it just looks like shuffling a bunch of very similar very confusing symbols. afterwards, you either _never_ mention e.g. the python-scientific-stack or else you hand everyone a pile of python/matlab code for homework (where you need to fill some part in) )

                                    r@glauca.spaceR 1 Reply Last reply
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                                    • aeva@mastodon.gamedev.placeA aeva@mastodon.gamedev.place

                                      @mcc the problem of my desire for fast 3D rendering being in apparent conflict with my desire for a portable slop free human-sized computing environment has been weighing on me pretty hard. i've been thinking it might be worthwhile to investigate software rendering systems, since they can probably be made more performant than llvmpipe by not emulating a full general purpose gpu api, but idk where i'd start with that

                                      halcy@icosahedron.websiteH This user is from outside of this forum
                                      halcy@icosahedron.websiteH This user is from outside of this forum
                                      halcy@icosahedron.website
                                      wrote sidst redigeret af
                                      #229

                                      @aeva @mcc if you want to start from historic, fatmap.txt is a pretty fun read (and you can then make your renderer look like it’s genuinely old and needs small polygons and has ordering issues and no perspective divide, which is also fun, but at the same time don’t actually have to optimize *that* much)

                                      https://hornet.org/code/3d/trifill/texmap/fatmap.txt

                                      halcy@icosahedron.websiteH 1 Reply Last reply
                                      0
                                      • r@glauca.spaceR r@glauca.space

                                        @ireneista @MaddieM4 @mcc @decay @amarioguy there is also no escaping just how much of this was developed/invented for.... war

                                        ireneista@adhd.irenes.spaceI This user is from outside of this forum
                                        ireneista@adhd.irenes.spaceI This user is from outside of this forum
                                        ireneista@adhd.irenes.space
                                        wrote sidst redigeret af
                                        #230

                                        @r @MaddieM4 @mcc @decay @amarioguy thank you!

                                        very helpful list

                                        sigh, yes. maybe we can beat some swords into paintbrushes though...

                                        r@glauca.spaceR 1 Reply Last reply
                                        0
                                        • riley@toot.catR riley@toot.cat

                                          @MaddieM4 Well, actually, music is so slow that a multi-gigahertz processor could probably do enough DSP for real-time music processing just on its fancy FPU.

                                          @ireneista @mcc @decay @amarioguy

                                          poetaster@mastodon.gamedev.placeP This user is from outside of this forum
                                          poetaster@mastodon.gamedev.placeP This user is from outside of this forum
                                          poetaster@mastodon.gamedev.place
                                          wrote sidst redigeret af
                                          #231

                                          @riley @MaddieM4 @ireneista @mcc @decay @amarioguy exactly. I do music on embedded because it has become so nice with even cheap silicon with minimal peripherals.

                                          1 Reply Last reply
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