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Patrick Walton
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Patrick Walton

@pcwalton
Programming languages and graphics person. @pcwalton.bsky.social
San Francisco, CA
pcwalton.github.io
Joined November 2009
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  • user avatar
    Patrick Walton
    @pcwalton
    Dec 13, 2024
    Landed multi-draw-indirect and bindless textures in Bevy 0.16! It cuts our CPU overhead for drawing in half on many scenes, and along with the retained render-world scene graph I also landed it brings us significantly closer to GPU-driven rendering.
  • user avatar
    Patrick Walton
    @pcwalton
    Dec 6, 2024
    Learned the other day: On GPU, inverse trigonometric functions are way more expensive than regular trigonometric functions. But on CPU, they're about the same speed (source: llvm.org/devmtg/2022-11…)
  • user avatar
    Patrick Walton
    @pcwalton
    Dec 2, 2024
    One thing that would make Rust compiles faster in many cases is for Cargo to insta-kill any rust-analyzer processes when you run cargo build. That "Blocking" message wastes a lot of time.
  • user avatar
    Patrick Walton
    @pcwalton
    Nov 29, 2024
    Sorry, but at this point if you think Bevy's ECS is a burden for app logic I just don't believe you. You have to organize your code somehow. The question is whether the framework helps you do it or not.
  • user avatar
    Patrick Walton
    @pcwalton
    Nov 29, 2024
    Bevy 0.15 is out :) This time around, I wrote animation masks, additive blending, most of the Bevy Remote Protocol, chromatic aberration, point light and spot lights for volumetric fog, and PCSS.
    user avatar
    Bevy Engine
    @BevyEngine
    Nov 29, 2024
    Bevy 0.15 is out now! It features Required Components, Entity Picking, Generalized Entity Animation, Animation Masks, Curves, Function reflection, Bevy Remote Protocol, VBAO, OIT, Chromatic Aberration, Fog volumes, Better Text, and more! bevyengine.org/news/bevy-0-15

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