<?xml version="1.0" encoding="UTF-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
  <updated>2026-10-29T05:41:03Z</updated>
  <generator>https://nostr.now</generator>

  <title>Nostr notes by Liblast</title>
  <author>
    <name>Liblast</name>
  </author>
  <link rel="self" type="application/atom+xml" href="https://nostr.now/npub1jxatazuxqvmp477r0gf3pwpqj386g0pqq2qradxzztzg5afcpnjq7jxr5u.rss" />
  <link href="https://nostr.now/npub1jxatazuxqvmp477r0gf3pwpqj386g0pqq2qradxzztzg5afcpnjq7jxr5u" />
  <id>https://nostr.now/npub1jxatazuxqvmp477r0gf3pwpqj386g0pqq2qradxzztzg5afcpnjq7jxr5u</id>
  <icon>https://cdn.masto.host/mastodongamedevplace/accounts/avatars/109/532/138/072/028/135/original/81433e4424ecb6a5.png</icon>
  <logo>https://cdn.masto.host/mastodongamedevplace/accounts/avatars/109/532/138/072/028/135/original/81433e4424ecb6a5.png</logo>




  <entry>
    <id>https://nostr.now/nevent1qqsx3kqlj84erkufzh7qnv3enygvs3lteayfreuaa24mpkuaerds6zszyzgm405tscpnvxhmcdapxy9cyz2ylfpuyqpgq045cgfvfzn48qxwgsq7523</id>
    
      <title type="html">BTW if you&amp;#39;d like to experiment with these ideas, let me know ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsx3kqlj84erkufzh7qnv3enygvs3lteayfreuaa24mpkuaerds6zszyzgm405tscpnvxhmcdapxy9cyz2ylfpuyqpgq045cgfvfzn48qxwgsq7523" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsqyyerzjuujkfw9r4wdtww5qrq73sh0wnyv4y5078pytvm5zhy57s56w2pw&#39;&gt;nevent1q…w2pw&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;BTW if you&amp;#39;d like to experiment with these ideas, let me know - the game we&amp;#39;re making in Godot here is a nice playground, and the emerging entity/state system I am designing is where I want to put such ideas to life.&lt;br/&gt;- unfa
    </content>
    <updated>2026-10-06T14:39:29Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsqz6a6cwjlmuuzma38ume6dl95yazvkq4lcw3mz6hhujnyfx6ym8qzyzgm405tscpnvxhmcdapxy9cyz2ylfpuyqpgq045cgfvfzn48qxwg5p7dsl</id>
    
      <title type="html">There is a highly-parallel programing environment that you might ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsqz6a6cwjlmuuzma38ume6dl95yazvkq4lcw3mz6hhujnyfx6ym8qzyzgm405tscpnvxhmcdapxy9cyz2ylfpuyqpgq045cgfvfzn48qxwg5p7dsl" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqsg2xk2hc2tradtxshqhyv9j6sah0zdykx6y2j03qc6r02xcx8gxhq8a0802&#39;&gt;nevent1q…0802&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;There is a highly-parallel programing environment that you might already have experience working with: shaders!&lt;br/&gt;Shaders are programs that can execute in thousands of threads on the GPU and so must be done in a non-blocking way. Each fragment or vertex cannot depend on others.&lt;br/&gt;What if game events were processed this way?&lt;br/&gt;We could use hash maps (like textures!) to allocate events to entities, then have all entities process events in parallel, and generate events for the next tick.&lt;br/&gt;Could this work?
    </content>
    <updated>2026-10-06T14:07:33Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqsg2xk2hc2tradtxshqhyv9j6sah0zdykx6y2j03qc6r02xcx8gxhqzyzgm405tscpnvxhmcdapxy9cyz2ylfpuyqpgq045cgfvfzn48qxwge3flm9</id>
    
      <title type="html">A big bottleneck in games is operations that must be performed in ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqsg2xk2hc2tradtxshqhyv9j6sah0zdykx6y2j03qc6r02xcx8gxhqzyzgm405tscpnvxhmcdapxy9cyz2ylfpuyqpgq045cgfvfzn48qxwge3flm9" />
    <content type="html">
      A big bottleneck in games is operations that must be performed in a specific order and cannot be parallelized. Even our pocket computers nowadays could do 4 or more threads. It seems wasteful to tie game&amp;#39;s performance to a single thread, but every programmer knows threads are an unending source of unexpected bugs and are notoriously hard to debug.&lt;br/&gt;#Godot offers some options to parallelize node graph processing, but I have not yet gotten into that...
    </content>
    <updated>2026-10-06T14:03:03Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqs805y39y3n0njpe86eprj5uvzwecxkae5rjkuw9v6vrm62a2umf6szyzgm405tscpnvxhmcdapxy9cyz2ylfpuyqpgq045cgfvfzn48qxwg6rd5ft</id>
    
      <title type="html">Here&amp;#39;s a few pictures trying to showcase the HDR effect. ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqs805y39y3n0njpe86eprj5uvzwecxkae5rjkuw9v6vrm62a2umf6szyzgm405tscpnvxhmcdapxy9cyz2ylfpuyqpgq045cgfvfzn48qxwg6rd5ft" />
    <content type="html">
      In reply to &lt;a href=&#39;/nevent1qqszuvqqz7ysexj6ttq87yagze0lrpxxxn94utaa4e0dhc57evpxrhcud6km2&#39;&gt;nevent1q…6km2&lt;/a&gt;&lt;br/&gt;_________________________&lt;br/&gt;&lt;br/&gt;Here&amp;#39;s a few pictures trying to showcase the HDR effect. It&amp;#39;s funny because the camera made it on HDR compositing on one of these to negate the higher dynamic range...&lt;br/&gt;- unfa&lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/249/691/753/583/601/original/242e3067741baf90.jpg&#34;&gt; &lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/249/691/748/225/126/original/0e255e57f61c7623.jpg&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2026-09-11T00:59:15Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqszuvqqz7ysexj6ttq87yagze0lrpxxxn94utaa4e0dhc57evpxrhczyzgm405tscpnvxhmcdapxy9cyz2ylfpuyqpgq045cgfvfzn48qxwg8kty8q</id>
    
      <title type="html">Experimenting with HDR display in Liblast. The screenshot is ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqszuvqqz7ysexj6ttq87yagze0lrpxxxn94utaa4e0dhc57evpxrhczyzgm405tscpnvxhmcdapxy9cyz2ylfpuyqpgq045cgfvfzn48qxwg8kty8q" />
    <content type="html">
      Experimenting with HDR display in Liblast. The screenshot is funky, but in person this looks really cool :D&lt;br/&gt;- unfa&lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/249/666/576/858/871/original/9efa35eae5af6bca.png&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2026-09-11T00:54:04Z</updated>
  </entry>

  <entry>
    <id>https://nostr.now/nevent1qqs093urgduepzqrqqr28p05g87j2ms544d5z3h9l5ra7uj935pndeszyzgm405tscpnvxhmcdapxy9cyz2ylfpuyqpgq045cgfvfzn48qxwgwtca25</id>
    
      <title type="html">Rebuilding my PBR workflow node groups for #MaterialMaker 1.7. ...</title>
    
    <link rel="alternate" href="https://nostr.now/nevent1qqs093urgduepzqrqqr28p05g87j2ms544d5z3h9l5ra7uj935pndeszyzgm405tscpnvxhmcdapxy9cyz2ylfpuyqpgq045cgfvfzn48qxwgwtca25" />
    <content type="html">
      Rebuilding my PBR workflow node groups for #MaterialMaker 1.7.&lt;br/&gt;The old ones were made before the Godot 4.0 upgrade, and so were based on standard shaders, these new ones are going to use compute shaders finally.&lt;br/&gt;I keep trying to work without them, but it&amp;#39;s just not the same. Once they are ready, I&amp;#39;m going to upload them to the community library so all can use them!&lt;br/&gt;- unfa&lt;br/&gt; &lt;img src=&#34;https://cdn.masto.host/mastodongamedevplace/media_attachments/files/117/184/780/231/720/020/original/c69cbdaef31ae950.png&#34;&gt; &lt;br/&gt;
    </content>
    <updated>2026-08-30T13:52:19Z</updated>
  </entry>

</feed>