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G-Truc Creation

Personal blog · g-truc.netprogrammingsystems

G-Truc Creation is a personal blog at g-truc.net about programming and systems. Since 2010, 15 different Hacker News readers have linked it 15 times, most often “Better array 'countof' implementation with C++ 11”. The last post was in 2016, but the archive is still widely read.

Visit the blog
15mentions?
15HN people?
2010–2025first – last linked?
Links on Hacker News per year · peak 5 in 2015

Too few sampled comments (7) to say how often HN recommends it.?

Why HN links it

HN readers link G-Truc Creation for graphics programming material: OpenGL driver status reports, C/C++ array-size techniques, and articles on GPU APIs such as SPIR-V and Mantle.

Summarised by Claude from a sample of 7 HN comments that link here. Each comment is marked recommending, critical or neutral (citing without judging); how this works.

Most-linked posts?

  1. Better array 'countof' implementation with C++ 11
    2 people · 2 mentions · first linked 2015-02-02
  2. Rasterisation patterns of the Haswell GPU
    2 people · 2 mentions · first linked 2013-09-23
  3. Redefining the shading languages ecosystem with SPIR-V
    2 people · 2 mentions · first linked 2015-03-04

What Hacker News says?

  1. Not only that, but Apple seems to have decided to stop supporting open graphics standards altogether, including OpenGL [1]. Apple used to be quite vocal and influential as part of the ARB, not sure what caused the shift of the last few years. [1] https://www.g-truc.net/doc/OpenGL%20Drivers%20Status.pdf

    Comment linking /doc/OpenGL%20Drivers%20Status.pdf

    on “Apple proposes new web 3D graphics API”
  2. Submitted Rasterisation patterns of the Haswell GPU as a story · 64 points

    HN discussion
  3. A more detailed article here: http://www.g-truc.net/post-0708.html with a cleaner way to do _countof using a template in C++ 11. You can also use the template technique to pass a fixed size array to a function, and have the function determine the array size (without needing a 2nd length param, or null terminator element). Similar to strcpy_s(): http://stackoverflow.com/questions/23307268/how-does-strcpy-... MSVC has…

    Comment linking /post-0708.html

    on “How to find size of an array in C without sizeof”
  4. Submitted Redefining the shading languages ecosystem with SPIR-V as a story · 17 points

    HN discussion
  5. g-truc.net tests desktop opengl status regularly. This is the report from last spring: http://www.g-truc.net/doc/OpenGL%20status%202013-04.pdf I suppose same methodology could be applied to mobile drivers too.

    Comment linking /doc/OpenGL%20status%202013-04.pdf

    on “Dolphin Emulator and OpenGL drivers - Hall of Fame/Shame”
  6. Submitted Modern C++ features compiler comparison [pdf] as a story · 6 points

    HN discussion
  7. Way back on the original Xbox and PlayStation2, the framebuffer and the textures were in the same memory space. And coincidentally, because you had complete control over the machine, you could construct a texture using any memory address --including that of the framebuffer! This was very not recommended. Both the internal memory layouts and the order-of-operations of memory reads and writes from different pixel oper…

    Comment linking /post-0597.html

    on “An Old Problem Meets Its Timely Demise”
  8. Submitted OpenGL Drivers Status, since 2012 as a story · 4 points

    HN discussion
  9. This is by far the biggest culprit OP, look into this. You can try to come up with imposters representing these far away dragons, or simple LoD levels. Some games do use particles to represent far away and repeated "meshes" (Ghost of Tsushima does these for soldiers far away). Lot's of techniques in this area ranging from simple to bananas. LoD levels alone can get you pretty far! Of course, this is at the cost of h…

    Comment linking /post-0662.html

    on “GPU-Driven Clustered Forward Renderer”
  10. Submitted Compilers status: Visual Studio, GCC and LLVM as a story · 4 points

    HN discussion
  11. Here are some blogs. http://hacksoflife.blogspot.com/ http://fgiesen.wordpress.com/ http://www.g-truc.net/

    Comment linking /

    on “AMD Introduces "Mantle" API Initiative”
  12. Submitted OpenGL 4.1 review as a story · 3 points

    HN discussion
  13. shmerl · 2015-03-04Recommends
    An interesting article about it: http://www.g-truc.net/post-0714.html I wonder in general will Apple and MS support SPIR-V or they'll play nasty and not support it just to make life harder for everyone? Also, will Apple push Metal to OS X, or they'll support Vulkan going forward? Their support for OpenGL was very much lagging behind.

    Comment linking /post-0714.html

    on “SPIR-V: Intermediate Language for Graphical Shaders and Compute Kernels [pdf]”
  14. Submitted January 2015 C++ Compilers Status as a story · 2 points

    HN discussion
  15. Submitted Better array 'countof' implementation with C++ 11 as a story · 1 points

    HN discussion

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