u/TiernanDeFranco

Async asset loading when it’s already fast?

I imagine the answer is yes it’s still better because you don’t want ANY blocking

But basically I have a system where when you load a texture, mesh, material etc it instantly returns the next available ID for the resource and you can immediately apply it to nodes before it’s actually loaded (ie the ID points to an empty resource until it’s loaded)

So you could load in a mesh and get like MeshID(2) before it’s done loading so that by the time we go to draw to the screen it will be ready (and if not we will continue drawing the old mesh id as if we never changed it until it’s ready, so no gameplay or animation freeze)

What’s interesting though is even for big meshes, especially in release with the way I pack and retrieve them, it’s like nanoseconds to retrieve and microseconds to load

So you’d pretty much always get it loaded before the frame is over or very least the next frame

So sure it being async removes blocking in rare cases/in general (I mean you don’t want to block even for a few microseconds)

But I almost feel funny writing the docs/talking about “oh yeah don’t worry it will continue rendering the old one and any animations will continue and no freezing” but at most you’d have like maybe a 2-3 frame delay which you’d never notice anyway

Obviously I’m overthinking it but it’s more of, does the feature matter enough to talk about as a staple

Or is it more “oh yeah we load so fast that you wouldn’t have gameplay freezes anyway” lol

reddit.com
u/TiernanDeFranco — 17 hours ago

Ice Cream Jerks

In Season 9 episode 20 “Colin Jost”

I barely understand the point of the challenge ice cream jerks

They have to act like an asshole to the guy behind the counter, and they win by eating the ice cream that fell on the floor without getting warned by the mark

But by acting like an asshole they essentially guarantee the mark doesn’t care about them and it’s almost solidarity between the mark and the worker where it’s like “yeah it’s on the floor but this guy sucks who cares”

So it’s was very obvious that nobody would get warned and not lose

Feel like it could’ve worked way better if they had an actor come in and do something but not really that bad and the guys overreact to them while they are the ones working the shop, and then the win/lose condition is the mark warns the actor of the ice cream that the guys intentionally sabotage

Does the show continue down this weird path of these weird challenges from season 9 onward?

I knew Joe left obviously but never actually watched an episode past like the middle of season 9 and it’s almost just weird or cringy

reddit.com
u/TiernanDeFranco — 5 days ago

This is my game engine Perro: https://github.com/PerroEngine/Perro

I've been meaning to get around to the UI system for a while becuase I knew how I wanted it to feel, but I didn't know if it would work.

I wanted it to be "custom" in the sense that I wanted the UI elements to be nodes just like everything else in the engine, and not have to build the UI programtically, but I also didn't want to manually implement the rendering since of course, that's difficult (I hate text rendering)

I ended up designing it so that the UI IS built of nodes and parent child relationships and transforms just like everything else in the engine, and then when UI renders it's layout is built and uses egui to paint, so the entire data side is owned by my engine, and the rendering is just mapped to how egui would represent panels and text etc.

You can also see the TL T TR R BR B BL L labels around the edges, those are panels nodes that have an anchor value set so they anchor to an edge within their parent (with respect to padding but in this case the parent doesn't have padding)

u/TiernanDeFranco — 22 days ago