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The Ultimate Guide to Matrix Multiplication and Ordering
https://blog.mecheye.net/2024/10/the-ultimate-guide-to-matrix-multiplication-and-ordering/
Published: October 13, 2024 03:11
Matrix multiplication in graphics APIs is ridiculously confusing. People are often confused about the right order of multiplying their matrices, and about row-major, column-major, pre-multiplication, post-multiplication, row vectors and column vectors, and…
How to write a renderer for modern graphics APIs
https://blog.mecheye.net/2023/09/how-to-write-a-renderer-for-modern-apis/
Published: September 3, 2023 01:20
Tell me if this sounds familiar. You want to write a renderer. OpenGL seems beginner-friendly, and there’s lots of tutorials for you to get started, but you also know it’s deprecated, kind of dead, and mocked; not for “real graphics … Continue reading →
The Missing Guide to Modern Graphics APIs – 2. PSOs
https://blog.mecheye.net/2021/06/the-missing-guide-to-modern-graphics-apis-2-psos/
Published: June 29, 2021 17:03
Today, we’ll be looking at a fairly simple, but fundamental concept in modern APIs, and using it to springboard onto talking about some different GPU architectures, and that is, the “PSO”, or “Pipeline State Object”. Motivating this necessity is one ……
The Missing Guide to Modern Graphics APIs – 1. Intro
https://blog.mecheye.net/2020/06/modern-graphics-apis-1-intro/
Published: June 18, 2020 06:33
There’s a certain opinion that graphics programming is a lot more difficult than it used to be. The so-called “Modern APIs”, that is, Direct3D 12, Metal, and Vulkan, introduce a new graphics programming paradigm that can be difficult and opaque … Continue…
Why are 2D vector graphics so much harder than 3D?
https://blog.mecheye.net/2019/05/why-is-2d-graphics-is-harder-than-3d-graphics/
Published: May 9, 2019 09:35
There’s a lot of fantastic research into 2D graphics rendering these days. Petr Kobalicek and Fabian Yzerman have been working on Blend2D, one of the fastest and most accurate CPU rasterizers on the market, with a novel JIT approach. Patrick … Continue…
Six Years of noclip.website
https://blog.mecheye.net/2019/04/6-years-of-noclip-website/
Published: April 9, 2019 03:06
I’ve always had a love for the art in video games. Sure, all mediums have some ability to craft worlds from nothing, but none are so realized, so there, as the worlds in video games. It’s also an example of … Continue reading →
Deconstructing the water effect in Super Mario Sunshine
https://blog.mecheye.net/2018/03/deconstructing-the-water-effect-in-super-mario-sunshine/
Published: March 3, 2018 09:38
Note: The demos below require WebGL2 support. If you are running a browser without WebGL 2 support, user “petercooper” on Hacker News has helpfully recorded a video and GIFs and for me. One of my hobbies is writing model viewers … Continue reading →
Web DRM
https://blog.mecheye.net/2017/12/web-drm/
Published: December 12, 2017 17:19
This post is different from my usual material. Despite the name, I’m not going to talk about actual coding all that much. This post might be classified under “lament”, or maybe “rant”. I talk about problems, reflect on them, and … Continue reading →
URG
https://blog.mecheye.net/2017/10/urg/
Published: October 12, 2017 06:29
If you asked software engineers some of their “least hated” things, you’ll likely hear both UTF-8 and TCP. TCP, despite being 35 years old, is rock-solid, stable infrastructure that we take for granted today; it’s hard to sometimes realize that … Continue…
I don’t know who the Web Audio API is designed for
https://blog.mecheye.net/2017/09/i-dont-know-who-the-web-audio-api-is-designed-for/
Published: September 13, 2017 06:44
WebGL is, all things considered, a pretty decent API. It’s not a great API, but that’s just because OpenGL is also not a great API. It gives you raw access to the GPU and is pretty low-level. For those intimidated … Continue reading →