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Sebastian Aaltonen
SebAaltonen
Let's talk about rendering a massive set of cubes efficiently... Geometry shaders and instanced draw are unoptimal choices. Geometry shader outputs strips (unoptimal topology) and it needs GPU storage and
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Now that people have already said highly controversial stuff like ”debugger is useless for C++ development”, I think I can share my own controversial thoughts about unit testing, DRY, copy-paste
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