Elektrine lite

← Feed

Arseny Kapoulkine

zeux@mastodon.gamedev.place

<p>Independent. Previously: TF@Roblox</p><p>meshoptimizer, pugixml, volk, calm, niagara, qgrep, Luau</p>

Posts

  • View post

    Control Resonant: great game, uses meshoptimizer and credits it. 3/3 will play more

  • View post

    neat

  • View post

    Optimizing JavaScript code is an exercise in frustration and futility. Every little thing costs you extra, every abstraction is too expensive, and even once you peel everything away the code is still objectively slow.

  • View post

    old vendor thing: 4.94 MB new vendor thing: 3.55 MB meshopt mlc+DXR2: 3.12 MB alright then

  • View post

    looking at accelerating github commits of interesting projects 2023: amazing, more new things, love to see it! 2026: oh no

  • View post

    New blog post, &amp;quot;Efficient jagged arrays&amp;quot;! Here we go over a few steps that progressively optimize a fairly useful general &amp;quot;array of arrays&amp;quot; data structure to get to something that&amp;#39;s low-overhead yet still simple. As usual, 🚀 appreciated! https://zeux.io/2023/06/30/efficient-jagged-arrays/

  • View post

    After nine (nine!) years of development, meshoptimizer has reached its first major version, 1.0! This release focuses on improvements in clusterization and simplification as well as stabilization; almost all experimental functionality added in past releases is now stable. Here&amp;#39;s a release announcement with some more details on past, present and future; please RT! https://meshoptimizer.org/v1

  • View post

    New blog post! In &amp;quot;Quantizing tangent frames&amp;quot;, we look at various established methods to represent tangent frames in the vertex data, squeeze a few variants into 32 bits per vertex and look at the resulting precision. https://zeux.io/2026/04/30/quantizing-tangent-frames/ Retoot, like and subscribe!

  • View post

  • View post

    meshoptimizer 0.23 is out! Featuring vertex codec v1 (increased compression ratio, faster decompression), even faster decompression on Apple Silicon, improvements to meshlet builder with fewer disconnected clusters and more options for clustered raytracing and hierarchical clusterization, new algorithms for hierarchical clusterization, simplification quality improvements and more. Thanks to Valve for sponsoring most of the work on the core library in this release!

  • View post

    A few exciting optimizations have been merged to radv recently around RT. radv still isn’t fully competitive on BVH quality from what I can tell but I get close enough performance that I switched back to radv from amdgpu on my system. Feels good to have a small open source driver again.

  • View post

    Turns out TypeScript is not the best language to make command line tooling, such as a TypeScript compiler, if you are even remotely performance conscious. Shocking, I know.

  • View post

    pondering

  • View post

    Finally, a reasonable C++ proposal. We now need std::fever. https://isocpp.org/files/papers/P4161R0.pdf

  • View post

    meshoptimizer 1.1 is out! Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements, it&amp;#39;s a big release! Meshlet codec is heavily optimized for CPU decompression and output can be compressed further with Zstandard; opacity micromap rasterizer outputs hardware ready data representation and is fast and easy to integrate. Boosts and repository stars are welcome! Like and subscribe! https://github.com/zeux/mesh...

  • View post

    &amp;gt; with a base of 35-40fps on everything maxed with 4x framegen, I get about 130-144fps with 60ms overall latency Ah, yes, the peak gaming experience - 60ms latency at 144Hz. (naturally excludes hardware input/display latency too; glorious.)

  • View post

    Not surprising really, you can run the GPU much hotter as it’s cooled by the outside air.

  • View post

    Democratizing programming, one monthly $200 subscription at a time