Posts by julienbarnoin@mastodon.gamedev.place
 (DIR) Post #AhpZ0wOU0c6EhVq4hM by julienbarnoin@mastodon.gamedev.place
       2024-02-27T14:35:37Z
       
       0 likes, 0 repeats
       
       [1/3]The current language situation for GPGPU programming is rather depressing from my point of view.Today we have a wealth of CPU languages but not a hint of standardized GPU-side compatibility.I'd love to program everything (CPU, GPU compute, GPU graphics) in the same basic, standardized language.Does that sound unreasonable? I understand that it's not there yet but I don't see any major effort towards this.#gamedev #programming
       
 (DIR) Post #AhpZ0yoR162yCZzpQW by julienbarnoin@mastodon.gamedev.place
       2024-02-27T14:36:05Z
       
       0 likes, 0 repeats
       
       [2/3]Even just focusing on the GPU we have:- CUDA supporting only NVIDIA and no graphics shaders.- OpenCL is multi-platform but no graphics shaders and pretty much dead anyway?- Metal (MSL) is Apple-only.- GLSL on Vulkan is viable but clearly in maintenance-only mode and no longer evolving.- HLSL works and is being worked on, but is controlled by Microsoft and not a standard.- WebGPU (WGSL) might be an option for native applications at some point, but not yet.Anything else?
       
 (DIR) Post #AhpZ11E22ti7gXzIbQ by julienbarnoin@mastodon.gamedev.place
       2024-02-27T14:36:24Z
       
       0 likes, 0 repeats
       
       [3/3]Regardless, none of these address natively compiling to the CPU.There's promising things like VCC https://shady-gang.github.io/vcc/ but it seems too early and risky to base a project on it for now.My use case is a raymarching based game engine, where the content is defined in terms of functions representing an SDF.I want to be able to use these SDF-defining functions and their associated data in CPU and GPU compute for physics and gameplay, and on GPU graphics for rendering.
       
 (DIR) Post #AhpZ11iWDY65D6Fe7c by julienbarnoin@mastodon.gamedev.place
       2024-02-27T14:58:46Z
       
       0 likes, 0 repeats
       
       It feels like the people in the best situation to address this would be the Khronos group. Sadly they seem uninterested in this, they feel like GLSL is just fine as it is and have no one working on evolving it or a next version (I asked).Their solution seems to be to rely more and more on HLSL instead... Great. 😑
       
 (DIR) Post #AhpZ13V7aKZKk7zyW8 by julienbarnoin@mastodon.gamedev.place
       2024-02-27T14:48:25Z
       
       0 likes, 0 repeats
       
       So far my kludgy solution is a mix of C and GLSL, where I can share some header files across the languages for common data structures, with some severe restrictions and terribly ugly macros. I can't share any code, I have to copy and adapt it, so my SDF has to stay in GLSL-land only.I can actually run my GLSL code on the CPU thanks to llvmpipe, which is cool. But:- I can't rely on it being available- I can't debug it with standard tools- GLSL is very restrictive for general programming
       
 (DIR) Post #AhrNofGb9QrQvY0xCi by julienbarnoin@mastodon.gamedev.place
       2024-05-13T18:39:12Z
       
       0 likes, 0 repeats
       
       All this time I've been using the return value of snprintf as the number of characters actually written, when it's in fact the number of characters that would be written if the max size passed in were large enough.In fact: "If the resulting string would be longer than n-1 characters, the remaining characters are discarded and not stored, but counted for the value returned by the function."BRB, got a bunch of files to go back over... 😓#c #cpp #programming #gamedev
       
 (DIR) Post #AhrNohRf3GtlgRCoj2 by julienbarnoin@mastodon.gamedev.place
       2024-05-13T18:42:50Z
       
       0 likes, 0 repeats
       
       It took a while before it actually caused a bug though, but there's a first time for everything !
       
 (DIR) Post #AhrO72iIiOnIrIjf16 by julienbarnoin@mastodon.gamedev.place
       2024-05-13T20:50:46Z
       
       1 likes, 0 repeats
       
       @shironeko The + 1 is not really needed if you don't mind your program crashing once in a while though so it's all good.
       
 (DIR) Post #AjdwIYJiTouITJLLHc by julienbarnoin@mastodon.gamedev.place
       2024-07-06T04:25:53Z
       
       0 likes, 0 repeats
       
       @bitinn I don't have a video to share but I've worked with Unreal with large and small teams. It works nicely for large teams, that's pretty much the initial target demographic for unreal.I'm not sure about how your questions relate to it though.C++ crashes don't impede large teams more than small, not if you have good source control practices.Blueprint is good for level specific scripting by level designers.Keeping momentum is more about project management than engine or programming.
       
 (DIR) Post #AjdwIZMwZJ5BjbrQx6 by julienbarnoin@mastodon.gamedev.place
       2024-07-06T04:27:11Z
       
       0 likes, 0 repeats
       
       @bitinn I'm happy to discuss more if you have specific troubles though, maybe I didn't really get what your issue was.
       
 (DIR) Post #Av3dcHffTpzTNUm4qO by julienbarnoin@mastodon.gamedev.place
       2025-06-12T13:12:59Z
       
       1 likes, 0 repeats
       
       Okay, I feel the need to share this because people who only speak english may not realize it.As a french speaker, I'm seeing more and more websites auto-translating their content, because I guess now there's #AI translation and people think it works?Guess what: the translations are still shit. It was not okay to publish Google-translated websites without a native speaker checking it if you didn't want to be ridiculed, and it's still not okay now, despite all the hype.Please don't do this.
       
 (DIR) Post #Av3dcPc3x7rO0d9JKq by julienbarnoin@mastodon.gamedev.place
       2025-06-12T13:35:29Z
       
       0 likes, 0 repeats
       
       Let me share an example I saw recently that turns out to say the exact opposite of what it means.Here I was presented with the english translated message and was confused why they would say this, and had to check the french original to understand what they meant.It'll probably only make sense to french speakers but I tried to convey the meaning in the alt text.
       
 (DIR) Post #Av3dcPgJhJGMDp8hxw by julienbarnoin@mastodon.gamedev.place
       2025-06-12T13:16:36Z
       
       0 likes, 0 repeats
       
       I wonder if there's a website out there like the Engrish one that mocked bad japanese t-shirts, where we could publicly shame websites that feel it's okay to publish terrible translations.It's got really bad recently, it's a daily occurrence at this point to read horrible AI-translated content and makes the website look really unprofessional.
       
 (DIR) Post #Av3dcPqb55UCjhwuzQ by julienbarnoin@mastodon.gamedev.place
       2025-06-12T13:50:00Z
       
       0 likes, 0 repeats
       
       Let's name and shame: Kotaku has been auto-translating their articles and presenting me with a garbage french version instead of the original.Here's two screenshots from just a single article. Unprofessional and unreadable. And when it's not plain wrong, it often just sounds awkward and dull.This shit is all over the place now and being forced upon us on all sides.Feel free to share what you find too, if you're like me every day is a cringe-fest recently.
       
 (DIR) Post #Av3dcXEbcDqleCEgsq by julienbarnoin@mastodon.gamedev.place
       2025-06-12T14:11:38Z
       
       0 likes, 0 repeats
       
       On the bright side, this made me reflect on the fact that in french "À revoir" can mean two opposite things, which I never really considered 😂It's true that in some other context it could mean "Worth seeing again", but that's just why you need human translators to get accurate results and auto-translated content is often worse than no translation at all.
       
 (DIR) Post #AvCCG2IozTGf0EtVs8 by julienbarnoin@mastodon.gamedev.place
       2025-06-16T18:06:20Z
       
       0 likes, 0 repeats
       
       @tuxicoman - Bonjour monsieur, êtes vous intéressé à ne pas être pisté par nos soins?- C'est hors de question !- C'est parfait, on va continuer alors, merci bien.