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Falling10fruit

@Falling10fruit

Joined June 10th, 2026

  • 25Devlogs
  • 3Projects
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Tauri enthusiast learning SolidJS for Cornilieus
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1h 56m 20s logged

So remember when last time I thought “oh no how to do private prefix arrays”?

Well, an hour later and I discovered “Oh, my 2^24 entities can be divided by 256 and then 256 again so I’ll just have to do 3 prefix sums layered one on top of each other on the thread level”

I don’t know what happened but my brand new 8 bit radix pass takes 460+ms. Yay

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7h 26m 56s logged

So I’ve hit a brick wall.

gogle told me that to improve my 4 bit radix shader is to do 8 bits at a time to halve the number of passes (and that a byte is industry standard) but I can’t figure out how to like create a private histogram for each of the 256 digits

also I got a 72 on math AS levels :P

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15h 46m logged

Hey guys so I reduced the chunk size so that joints don’t have to hope that there’s at most 16 entities within 16 tiles

Also I was reading the dev time of my other project and I accrued almost 6 hours over the limit, whoops :P

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9h 49m 53s logged

Hello, my team has beena bit busy.

We made live code sharing, ai generating buggy code for the user to debug with friends (although I am rate limited at the moment whoops), and lobbies with codes.

Pretty proud for my first time doing something like this

It’s pretty meditative how relatively frictionless naive backend programming is to naive shader programming.

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1h 45m logged

I made a pool of unmapped buffers so I can continuously record the time taken so I can clearly see how much worse my changes to the algorithm are.

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1h 39m 26s logged

I tried to optimize sorting by reducing the memory footprint of every thread so they could fit more threads.

Mid-bitpacking, I decided to test the pipeline and viola. I’ve doubled execution time.

Also rerolls only add like 10% or less of what you initially rolled. Absolute scams

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1h 4m 59s logged

So by bitpacking I was able to make the array longer while fitting within the shared memory limit.

That means that more threads can work on the kogge stone -> larger workgroup size -> less iterations per thread.

school’s back btw

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13h 22m 44s logged

So I forgot to add rotations to the collision thing.
Also I got my first ever Device Lost error yay.

No one told me that not posting for over 10 hours will deduct me of my precious work.

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1h 19m 24s logged

Instead of replacing 10,000 characters every frame in 60fps with the performant language JavaScript rendered with the lightweight renderer HTML. I capped it at 20fps on mouse move

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8h 24m 44s logged

some stufff

so collisions taking their sweet time with gjk are seperated and moved to the entities_buffer_meta so the gpu can focus on resolving those stubborn collisions

look, after several parallel friendly paradigms the last step of my code is this sequential and divergent code

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8h 4m 38s logged

Man I made a lot of mistakes earlier whoop.

Anyways here’s a naive implementation of the support function for the gjk algo.

I’m going to move the entity_nodes buffer into shared memory (or at least the collision pair’s colliding mesh nodes into private memory) tomorrow

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1h 29m 43s logged

Yay yesterday’s issue is fixed, in theory.

Man, I haven’t actually like tested any of this code. Should I just print the data from the buffer and eye it or actually try to render it… Cause I’m definitely am going to spend a while getting the render to work in the first place.

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2h 35m 57s logged

I’m almost done with the algo that finds the memory offsets to fit colliding data

but uh, I just realized I don’t have space anymore :)

I think I’m going to revert last update’s progress. fun

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4h 30m 4s logged

After doodling a bit, I decided that the collision handling should deal with 8 collision pairs at a time.

I forgot how to implement kogge stone which we will need and oh boy do I not know where to put the gjk phase. I’m already taking up 0.8 GiB vram at best.

Also, here’s a histogram with nit picking bit packing.

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1h 36m 7s logged

Shuffled buffers around and created a cos sin look up table since entities only have 2^13 possible rotations.

Although I am using a 13-bit floating point for rotation velocity but it’s fine. That’s future me’s specifications to implement

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