Joined August 2020
327 Photos and videos
Learning CUDA Programming (part 1) Rendered a gradient texture. It's similar to writing compute shaders in WebGPU, but... much easier? Requires a lot less boilerplate code.
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Finally found the perfect excuse to get a gaming PC. Learning CUDA programming.
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Did you know about the compiler optimization that PREVENTS moving the stack pointer for a leaf function? I certainly didn't and was confused reading the generated x86 assembly. C deep dive on my YouTube channel 🫡
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Ever wonder how C stack frames get created and destroyed? Or how %rbp and %rsp work? I go over the details by stepping through some x86 assembly in LLDB. C tutorial is on my YouTube channel 🫡
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C WebGPU Shader Engine (part 19) Here's a demo which stitches frames together using FFmpeg. Each image was auto captured during a hot reload. Please excuse the 2 FPS, that is by design. The goal is to have a tool that can show the iterative process of shader development!
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C WebGPU Shader Engine (part 18) Implemented a feature to capture images whenever I hot reload a WGSL shader! The goal is to use FFmpeg to stitch these images into a video. This reduces the number of times I need to open screen capture to record.
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Made a 12 minute tutorial going over how to set up and use the C debugger in VS Code. Video is live on my YouTube channel!
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C WebGPU Shader Game Engine (part 17) Spent the last 2 days cleaning up tech debt created from mindlessly copy pasting AI generated code. The project is finally at a good pausing point! Here's one final demo (for now).
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C WebGPU Shader Game Engine (part 16) Added the Sobel filter as a post processing effect.
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C WebGPU Shader Game Engine (part 15) Swapping noise textures.
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C WebGPU Shader Game Engine (part 14) Finally working on an option to import noise textures. Code is complete AI slop. Need to fix it at some point.
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C WebGPU Shader Game Engine (part 13) Couldn't stop myself from adding more features. Using the node editor seemed a bit excessive so I implemented a simpler way to add and customize post processing effects.
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C WebGPU Shader Game Engine (part 12) Terrain generation! My computer can't handle it. I should add a feature to import noise textures to avoid computing noise on the fly. But that's for another day. Going to pause work on this project and finally start the C deep dive!
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C WebGPU Shader Game Engine (part 11) I got so caught up in making the shader engine that I forgot to make shaders!
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C WebGPU Shader Game Engine (part 10) Going to pause working on this project to learn more about C . I got nerd-sniped by the language. Here's a short video that logs the progress we (me and AI) made over the last few weeks.
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C WebGPU Shader Game Engine (part 9) Minecraft terrain in a WGSL shader. Starting to dislike using the node editor for post processing effects. Too much mouse input required for small changes. Iterating with code is much faster. Time for another refactor?
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C WebGPU Shader Game Engine (part 8) Hot reloading WGSL shaders!
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C WebGPU Shader Game Engine (part 7) When the code is all vibes, but the vibes are good.
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C WebGPU Shader Game Engine (part 6) Implemented the Sobel filter node.
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C WebGPU Shader Game Engine (part 5) Simplified the Ray Marching node architecture and added a Blit (block image transfer) node. TL;DR Blit is Ctrl C, Ctrl V for GPU textures.
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