aeva

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Contacting aeva

Federation handle:

@aeva@mastodon.gamedev.place

aeva's Information

pronouns

she/her

website

zone.dog

itch.io

aeva.itch.io

chicago

bada bing bada toot baby

aeva's Bio

I'm a just a small town AAA graphics programmer in Chicago. I worked on Gears 5 and Gears Tactics. My work is secret, but my personal projects are not.

I like to post about my personal research, various side projects, and I like to think out loud a lot. Expect weird humor, esoteric ramblings, and occasionally also art I made out of math. I like implicit surface modeling the normal amount. Amateur spoonie. 🏳️‍⚧️

Curses are just blessings with caveats.

aeva's Posts

aeva has 20 posts.


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aeva

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I figured out how to make the reflections stable while the camera is in motion :3

CW strobing



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aeva

Hi everyone! I've been here forever, but there's a lot of new faces here and I merged another account with this one, so I thought I'd do a little re- thread.

I've been working in the games industry as a console graphics programmer for about 6 years, I lead a smol team at a local outsourcing studio, and I helped ship Gears 5 and Gears Tactics.

I'm mostly not going to talk about *any* of that, and instead I mostly post about stuff like this:


Tags: #introduction


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aeva

Here's Tangerine, my main personal project: github.com/aeva/tangerine

This is a CSG (Constructive Solid Geometry) system built around composing signed distance functions in Lua (formerly in Racket). These are translated to an evaluator that can be ran on the CPU, and generated shaders for fast rendering. Models can be rendered in real time, or exported to common file formats for other purposes like 3D printing.



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aeva

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@catsalad I like how evolution has fads


Mentions: @catsalad@infosec.exchange


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aeva

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I figured out how to make the reflections stable while the camera is in motion :3

CW strobing



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aeva

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I cobbled together a basic stereo rendering mode, and it works way better than expected! Maybe it will be worthwhile to support VR some day.


I figured out how to make the reflections stable while the camera is in motion :3

CW strobing

by aeva ;


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aeva

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Ah cool, I can record the pause mode on Linux now without the recording dropping too many frames. Here's a little video of the pause-and-rotate mode in action.


I cobbled together a basic stereo rendering mode, and it works way better than expected! Maybe it will be worthwhile to support VR some day.

by aeva ;


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aeva

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This is running on an Intel Xe integrated GPU btw.

The second screenshot demonstrates that there's enough headroom to render everything twice (with time to spare). I might add a red/cyan stereo mode later when I have the energy for it.


Ah cool, I can record the pause mode on Linux now without the recording dropping too many frames. Here's a little video of the pause-and-rotate mode in action.

by aeva ;


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aeva

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I added a debug pause mode to the renderer so I can rotate the camera and examine the splats drawn for a single frame. First picture shows the game running with the vsync present mode, and the second shows it running with the mailbox present mode.

So far I've been developing this with vsync active by default, so the later looks wrong to me. More analysis in the alt text.


This is running on an Intel Xe integrated GPU btw.

The second screenshot demonstrates that there's enough headroom to render everything twice (with time to spare). I might add a red/cyan stereo mode later when I have the energy for it.

by aeva ;


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aeva

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Here's the sky again but with the gradient adjusted a little. Also it breaks down in a way that looks cool when moving very fast.


I added a debug pause mode to the renderer so I can rotate the camera and examine the splats drawn for a single frame. First picture shows the game running with the vsync present mode, and the second shows it running with the mailbox present mode.

So far I've been developing this with vsync active by default, so the later looks wrong to me. More analysis in the alt text.

by aeva ;


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aeva

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I made the sky look a bit more foreboding. Maybe a little too much so.


Here's the sky again but with the gradient adjusted a little. Also it breaks down in a way that looks cool when moving very fast.

by aeva ;


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aeva

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I like this thing where I can simply add fully ray traced reflections to my engine in a few hours while only kinda half paying attention and the result is I have reflections and they cost basically nothing. 😎


I made the sky look a bit more foreboding. Maybe a little too much so.

by aeva ;


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aeva

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I crashed inkscape a LOT today making this lol


I like this thing where I can simply add fully ray traced reflections to my engine in a few hours while only kinda half paying attention and the result is I have reflections and they cost basically nothing. 😎

by aeva ;


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aeva

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I made a speedometer :3

CW strobing


I crashed inkscape a LOT today making this lol

by aeva ;


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aeva

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I stayed up way too late last night working on this, but I got text rendering mostly working.


I made a speedometer :3

CW strobing

by aeva ;


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aeva

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I got PlutoSVG generating textures for my renderer, and I'm intending to use it for UI drawing later on.


I stayed up way too late last night working on this, but I got text rendering mostly working.

by aeva ;


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It's not the game I'm making right now, but I think it would be awesome to eventually use this renderer to make a pinball game where the point of view is an omnidirectional projection of what the ball "sees". Multiball mode would be complicated to make work though.


I got PlutoSVG generating textures for my renderer, and I'm intending to use it for UI drawing later on.

by aeva ;


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aeva

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I recently overhauled my renderer to use fixed point for world space coordinates, and here's a speed test showing what that gets me :3

In this video, the camera immediately accelerates up to 600 miles per hour and holds that speed for a moment, then briefly accelerates up to 600 miles per second, and then slows rapidly back to a resting speed.

CW strobing


It's not the game I'm making right now, but I think it would be awesome to eventually use this renderer to make a pinball game where the point of view is an omnidirectional projection of what the ball "sees". Multiball mode would be complicated to make work though.

by aeva ;


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aeva

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I put it up on itch if anyone wants to mess around with it aeva.itch.io/vroom


I recently overhauled my renderer to use fixed point for world space coordinates, and here's a speed test showing what that gets me :3

In this video, the camera immediately accelerates up to 600 miles per hour and holds that speed for a moment, then briefly accelerates up to 600 miles per second, and then slows rapidly back to a resting speed.

CW strobing

by aeva ;


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aeva

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alright, here it is! my splat renderer, now interactive! and mangled by whatever video encoding Windows uses by default for screen recordings

CW strobing


I put it up on itch if anyone wants to mess around with it aeva.itch.io/vroom

by aeva ;


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aeva

"I'll simply use Jolt Physics for this project", she says as she proceeds to write the "physics" from scratch instead.

I'll post a video later, but my splat renderer thingy now has a rudimentary character controller and ricochet :3


alright, here it is! my splat renderer, now interactive! and mangled by whatever video encoding Windows uses by default for screen recordings

CW strobing

by aeva ;


Likes: 0

Replies: 1

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aeva

Hi everyone! I've been here forever, but there's a lot of new faces here and I merged another account with this one, so I thought I'd do a little re- thread.

I've been working in the games industry as a console graphics programmer for about 6 years, I lead a smol team at a local outsourcing studio, and I helped ship Gears 5 and Gears Tactics.

I'm mostly not going to talk about *any* of that, and instead I mostly post about stuff like this:


Tags: #introduction


Likes: 0

Replies: 0

Boosts: 0

aeva

Here's Tangerine, my main personal project: github.com/aeva/tangerine

This is a CSG (Constructive Solid Geometry) system built around composing signed distance functions in Lua (formerly in Racket). These are translated to an evaluator that can be ran on the CPU, and generated shaders for fast rendering. Models can be rendered in real time, or exported to common file formats for other purposes like 3D printing.



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