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Falling10fruit

@Falling10fruit

Joined June 10th, 2026

  • 18Devlogs
  • 2Projects
  • 0Ships
  • 0Votes
Tauri enthusiast learning SolidJS for Cornilieus
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1h 37m 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 20m 10s 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 18m 6s 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 32s 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 8s 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 41s 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 34m 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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5h 34m 54s logged

So apparently changing the href attribute of a link means that the website has to request for the css file and wait while the component is loaded instantly causing FOUC

So I just copy pasted every css file into the header so the stylesheets are always loaded. And to retain the ability to just id an element as “sidebar” without worrying about conflicts I just wrapped every stylesheet with the id of the main element.

I was also optimizing bit unpacking and casting position and restructuring layouts. I swear I didn’t spend all 5 hours just writing 20 lines of code.

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27m 22s logged

Simple readjustment of the velocity precision.

Previously the smallest value of the 10-bit float, we’re not going to implement subnormal values, accumulates to shift entities when idle.

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1h 56m 7s logged

Menu expands with little code.

I’m going to run out of functional UI to work on and eventually will have to either fix the aesthetics or make the physics engine.

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