Joined June 2016
186 Photos and videos
Ben Sims retweeted
My favourite meme picture :)
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Ben Sims retweeted
11 Oct 2025
DX12 Bindless Plugin for Unity3D is now open source, and you can use it in your projects! Can be useful for writing a custom GPU Driven Renderer. (github below)
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13 Sep 2025
Decided to try implementing camera-roll when strafing without relying on broken physics. It works reasonably well, using the same quaternion spring damping as my weapon-recoil camera shake. This is more camera shake than you'd want for a casual FPS, but might suit a tactical one.
13 Sep 2025
Turns out if you accidentally break some player rigidbody interpolation logic, your game ends up feeling like the game Bodycam. Maybe this was their trick all along. The accidental lean is cool tho. Windows having bad HDR capture making the game look super overexposed also helps
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13 Sep 2025
Turns out if you accidentally break some player rigidbody interpolation logic, your game ends up feeling like the game Bodycam. Maybe this was their trick all along. The accidental lean is cool tho. Windows having bad HDR capture making the game look super overexposed also helps
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13 Sep 2025
(Here is the less broken version for completion. Trying to find a nice balance between root-motion/animation-driven camera/player movement, procedural effects, and control. Making it framerate physics framerate independent is a fun challenge, this is for multiplayer perf reasons)
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I often see "Use a PID controller" in response to "How do I achieve a given rotation using physics/torque?" If you know how the physics engine updates rotation, you can derive an exact torque. This is the code for Unity/PhysX, and an example rotating in a single frame.
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The video is running with a very slow fixed timestep of 200ms to show that the technique is stable even for large delta time values. It also compensates for drag. PID controllers don't make sense when you know the actual calculations involved. Stop using them.
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Sigh, it was a f-ing PSO cache issue. Have never had this happen before, somehow it was attempting to retrieve an invalid cached PSO. Deleting the cache didn't seem to help though, had to do a GPU driver update and a full project reimport. I love not having helpful error messages
One of the worst things about Unity people don't often mention is how bad its error and crash reporting can be and how utterly impossible it can be to diagnose an error without source code or even a coherent error message. (Or in my current case literally no error message at all)
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One of the worst things about Unity people don't often mention is how bad its error and crash reporting can be and how utterly impossible it can be to diagnose an error without source code or even a coherent error message. (Or in my current case literally no error message at all)
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More often than not these days it comes down to selectively reverting changes until the crash stops, repeated attempts at clearing the library, sometimes attempting an engine update in a desperate hope it will either stop crashing or at least give me a bit more info or context.
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I work in the same building where Silksong was made, AMA. (But don't ask me anything about the game or its development or the developers because I have no idea. (Though I did talk to one of them about water shaders once) Actually, probably just don't ask me anything at all tbh)
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Tbh I'm pretty sure if we all stop talking about TI it will literally disappear. Its infamy is really the only notable thing it has going for it, and anyone who actually knows what they're doing already knows they have literally 0% credibility to their name. Its pretty simple imo
Looks like Threat Interactive RAN IT BACK. He re-uploaded his latest video and edited out the part where he told his audience to go review bomb and leave negative reviews on all UE5 games. “Our legal team has advised us to republish a slightly edited version of this video. We are not at liberty to discuss our reasons in detail at this time but we will revisit this topic in a few months. Right now we want to focus on the production of our next video”. WITH YOUR SUPPORT, we keep Threat Interactive Accountable!
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Like, you just have develop feature and release branches. It's not really that crazy. I think people spend more time freaking out about diagrams than just trying to understand the thing and why it can be potentially useful. If it doesn't help, cool ignore it and move on with life
2 Sep 2025
I'm convinced that gitflow is a psyop and no one ever done that in practice because it takes like 30 seconds of thinking before you realize this is completely unfeasible and a huge waste of everyone's time
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Just some mildly moody screenshots from the thing that I'm trying to make into a thing. Also pictured: rewritten gpu driven foliage, terrain and grass renderers. Writing a device radix sort was fun-ish. Currently reworking the terrain shader, needs better height blending.
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A few other interesting highlights, uses my improved GTAO with the fix for the darkening issue, reworked screen space GI which helps significantly for foliage, especially after darkening introduced by GTAO. Finally, is also using the GT7 HDR tonemapper from a recent presentation.
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30 Jul 2025
I've been seeing some 'branchless code' posts making the rounds again. The posts are aimed at CPU, but the same approach seems to be common for shaders too. Replacing conditionals with math is generally always going to be bad. If it helps, your code is probably compiling badly.
Hey, don't "optimize" conditional moves with mix() step(). Please stop advising that. Why: iquilezles.org/articles/gpuc…
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30 Jul 2025
On a GPU mul/mad/select are full rate, eg the fastest op you can do. On a CPU fp32 mul is fast but it's not going to be faster than a conditional move or select which are single instructions, not branches. If you keep branches simple, compiler will optimise them into conditionals
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30 Jul 2025
FP muls also add a bunch of issues the compiler has to deal with such as the possibility of nans, inf, which can prevent compiler optimisations. Precision issues can also occur when accumulating lots of very small or large values. The less ops you do (including muls) the better.
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