I’ve made a list on Google Maps of other spots I wanna try out this week, so I’m looking forward to that.
My favourite thing in Bali so far has gotta be the motorbike rides.
You can get a lift anywhere on the back of someone’s bike with the local version of the Uber app.
It’s so bloody fun.
Just feeling the wind jet over my aerodynamic bald noggin as my local driver weaves in and out of oncoming traffic at mk1 - it’s something to behold.
(I do rly need to invest in a helmet though, otherwise I won’t be enjoying it for long)
I could talk for hours about all the little details I love about this place, but I’ll save that for another day.
IT’S WORK O'CLOCK BAYBEE.
I ain’t here to fuck spiders.
I spent Thursday/Friday getting stuck back into some low-level programming goodness, working outta a couple different cafes.
I’m gonna be building the shader abstraction for Telescope, which’ll let me write high-level custom shaders in the future without breaking out of the top-down, getting shit done, game dev flow.
In order to do that though, I’ve gotta step into the trenches and figure out how the hell 3D graphics programming actually works.
I’ve done some OpenGL in the past and can easily follow a tutorial, but if I’m gonna write an abstraction for the subset of all shader definitions I’m going to need to know the fundamentals inside and out.
The current backend for Telescope’s graphics is using DirectX instead of OpenGL, so I went about writing up my own little sandbox to play around in (outside of Telescope).
My main goal was to get texture data being rendered to the screen, that way I could continue to follow along with Cherno’s ray tracing series in the background.
It took me a lot of sifting through Microsoft’s D3D11 docs to get it working, but I got there in the end.
You can view the sauce
for that bad boy over here
, it was a great little exercise and I learnt a lot about the overall graphics pipeline.
To create this bad boy, I “followed” (ctrl + c)
this awesome minimal d3d11
example, and used this resource
for learning more about the overall graphics pipeline.
To get the texture working, I just sifted through Microsoft’s D3D11 programming guide
, which was actually somewhat
I’m starting to realise that you don’t need fancy hand-holding tutorials to get shit done, just read the docs lol.