Rush E on a physically modelled concert grand piano in klangknecht, my own (still unreleased) #DAW.
No samples: waveguide strings, felt hammer, dampers, half-pedaling, sympathetic resonance, modal soundboard, all in real time.
youtube.com/watch?v=oCzmU0…
#PhysicalModeling #RushE
No samples: waveguide strings, felt hammer, dampers, half-pedaling, sympathetic resonance, modal soundboard, all in real time.
youtube.com/watch?v=oCzmU0…
#PhysicalModeling #RushE
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"Time", a WIP test track for new BeRoTracker features:
- Pattern Matrix: the whole song at a glance
- Channel Patterns: write a part once, reuse it anywhere
- OPL3 FM synthesis next to samples, in the same patterns
youtube.com/watch?v=udeYsM…
#BeRoTracker #OPL3 #tracker
- Pattern Matrix: the whole song at a glance
- Channel Patterns: write a part once, reuse it anywhere
- OPL3 FM synthesis next to samples, in the same patterns
youtube.com/watch?v=udeYsM…
#BeRoTracker #OPL3 #tracker
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New in BeRoTracker: channel patterns. A single channel of a pattern can point at a separate one-channel pattern, usable in any number of patterns. Loop or one-shot per use, own loop length, own start row. New Pattern Matrix page shows all of it.
youtu.be/10tEKlxQe1k
youtu.be/10tEKlxQe1k
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@paulofalcao Hm interesting. It works fine for me. I made a video showing how to set it up. Maybe it helps you: youtu.be/hdHBWg41BDk Otherwise I like to ask which VST you are trying to use and I can try to help you out, so I can see if there is a specific issue with that plugin.
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New video: the current state of KRAFT, my open source Object #Pascal 3D physics engine. Now with signed distance field collisions (even heightfield terrain), plus ragdolls, joints, vehicles & more.
youtube.com/watch?v=qdV6Wl…
#gamedev #physics #opensource
youtube.com/watch?v=qdV6Wl…
#gamedev #physics #opensource
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vkcube running on 64-bit RISC-V Alpine Linux in my PasRISCV Emulator with the Vulkan-based PasRISCVEmu UI backend. #riscv #vulkan @risc_v @VulkanAPI
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Guest Software rendered OpenGL kmscube running on a guest 64-bit RISCV Alpine Linux system in my PasRISCV emulator with active x86-64 Tracing JIT Dynarec compiler with smooth >= 60FPS 🙂 #RISCV #Emulation #JIT
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PasRISCV now has its own local CLI debugger alongside the GDB remote server. It supports breakpoints single-stepping register & memory inspection & allows simultaneous local CLI & remote GDB sessions. A public debugger API enables future GFX debugger UI.
youtu.be/yznijHMKj_0
youtu.be/yznijHMKj_0
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MCP/Tool-Usage with PALM - Pascal-native LLM interference engine
youtu.be/lml0V0zooLM
#mcp #ai #llm #objectpascal #delphi #fpc #freepascal
youtu.be/lml0V0zooLM
#mcp #ai #llm #objectpascal #delphi #fpc #freepascal
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youtu.be/K6HY_vxY6a4
PALM - Pascal-native LLM interference engine #ai #llm #pascal #lazarus #delphi #objectpascal Uses "no" llama.cpp or something like that!
PALM - Pascal-native LLM interference engine #ai #llm #pascal #lazarus #delphi #objectpascal Uses "no" llama.cpp or something like that!
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@BenSimsTech Ported to GLSL and implemented in my PasVulkan PBR rendering pipeline, works pretty well so far 🙂
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▶️ YouTube: youtube.com/watch?v=JIzHan…
🎧 Spotify: open.spotify.com/intl-de/album/…
🍎 Apple Music: music.apple.com/de/album/endli…
📻 Deezer: deezer.com/en/album/71129…
🛒 Amazon: amazon.de/dp/B0DWT1F4C6
🌊 Tidal: tidal.com/browse/track/4…
🎵 YouTube Music: youtube.com/watch?v=9FOIlK…
🎧 Spotify: open.spotify.com/intl-de/album/…
🍎 Apple Music: music.apple.com/de/album/endli…
📻 Deezer: deezer.com/en/album/71129…
🛒 Amazon: amazon.de/dp/B0DWT1F4C6
🌊 Tidal: tidal.com/browse/track/4…
🎵 YouTube Music: youtube.com/watch?v=9FOIlK…
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Mein neuer Track „Endlich Wieder Frühling“ zusammen mit Jon Becker als Sänger ist da – diesmal im Rock-Pop-Stil statt EDM.
🎧 Spotify: open.spotify.com/intl-de/album/…
▶️ YouTube: youtube.com/watch?v=JIzHan…
#Frühling #NeueMusik #RockPop
🎧 Spotify: open.spotify.com/intl-de/album/…
▶️ YouTube: youtube.com/watch?v=JIzHan…
#Frühling #NeueMusik #RockPop
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A personal message, every contribution counts: Supporting my creative journey through tough times
youtube.com/watch?v=oDza8u…
youtube.com/watch?v=oDza8u…
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Here a quick tinymembench benchmark performance comparison between the PasRISCV (Object-Pascal, FPC 3.3.1) and RVVM (C, GCC 14.2.1) RISC-V emulators.
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RV64GC RISC-V emulator PasRISCV now with Sound and host directory mounting per 9p protocol
youtube.com/watch?v=Febvi1…
youtube.com/watch?v=Febvi1…
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The beginning of network support in my Pascal 64-bit RISC-V PasRISCV emulator. 🙂 Although I still have a few routing issues here at the moment.
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A small comparison of Linux boot times with PasRISCV and JIT disabled RVVM (git 56f3510be) to show that my RV64-RISCV CPU emulation in Pascal (compiled with FPC) is faster than the one in C at RVVM (compiled with Clang).
youtu.be/6h1VPY9jraM
youtu.be/6h1VPY9jraM
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PasRISCV demonstration of the new state, an RV64GC RISC-V emulator implemented in Object Pascal. Now with PCIe, NVMe, PS/2 Keyboard&Mouse, VirtIO Keyboard&Mouse, VirtIO Block & FrameBuffer emulations. VirtIO GPU, VirtIO NET & VirtIO Sound are also coming.
youtu.be/rWebo5AZVLY
youtu.be/rWebo5AZVLY
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Good news! I've launched .masterknecht, a new browser-based PWA tool for mastering audio using WebAssembly! Master your tracks with reference files. No ML, just efficient algorithms for fast mastering on your device. Try it & donate! masterknecht.klangknecht.com #audiomastering #PWA
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@Shadertoy ShaderToy doesn't wok more with current Chrome 131 under Arch Linux with a RTX4090, where `opts.powerPreference = "high_performance";` seems to be a problem at canvas.getContext()
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PasVulkan now includes an external HTML5/JS-based tool for visualizing Vulkan memory allocations. Note that PasVulkan's custom Vulkan memory manager predates AMD's first public VMA release, addressing any questions about why VMA isn't used.
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@Native_eM As the author of my own DAW ( youtube.com/watch?v=Z8z0tJ… ) I can confirm that the GUI is the biggest or at least a very large part of the work involved. Here with my DAW, however, I use Lazarus and its LCL, compilable natively for Win32, GTK, Qt5, Qt6 + with own GPU-accel. Canvas.
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Hm it looks like the newer @VulkanAPI Validation Layers (1.x.275+) are struggling with handling multiple acceleration structures in a single CmdBuildAccelerationStructuresKHR call, keep running into a SIGSEGV crash. 🧐
My workaround when valid.layers are active? Just split it.
My workaround when valid.layers are active? Just split it.
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Doom running inside my PasRISCV emulator 🙂
youtube.com/watch?v=ejljO5…
youtube.com/watch?v=ejljO5…
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PasRISCV demonstration, a RV64GC RISC-V emulator implemented in Object Pascal
youtube.com/watch?v=adgOU4…
youtube.com/watch?v=adgOU4…
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Linux running in a 64-bit RISC-V RV64GC emulator, written in Object Pascal 🙂And it passes all official RISC_V tests except some floating point test cases due to yet missing host-FP-exception-gateway-proxy stuff. Otherwise it works pretty well.
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I've released a new track that I produced about 3 to 4 years ago, which I finally released now. open.spotify.com/track/3ehPnnok… and with music video on YouTube youtu.be/FV9XIYML-y0
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@OpenAI Hm? So a 320x200 image with white dots of prime numbers is harmful?
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Oh interesting, someone made a youtube video about my c64 emu micro64, which is unfortunately a somewhat sleeping stuck-in-idle project at the moment, but not dead. At the moment I just have a lot of other things to do, especially to earn money to live.
youtube.com/watch?v=K03mqZ…
youtube.com/watch?v=K03mqZ…
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@SyntaxErrorSoft Here are the names from my old but still pretty solid cycle-exact C64 emulator micro64 in the case of the C64 for its VIC II video chip, not of the VIC20, but in the case of naming idea inspiration it shouldn't matter, I think. 🙂
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@_mamoniem Reminds me of an older YT video of me, where I did somewhat similar for the UI part of my own engine many years ago, where it is still more or less the current state, although it has better batching / draw-call-merging now today: youtube.com/watch?v=LGbxEm…
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The 3D part of PasVulkan now also supports hardware raytracing for static and dynamic meshes, even if initially only for shadows. More will follow, such as DDGI, a full pathtracing mode, and so on.
youtu.be/RjiVQoyYYFY?si…
youtu.be/RjiVQoyYYFY?si…
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@BenSimsTech You can see it also in better motion in some old Farbrausch 64k intros by me at youtu.be/xIm82Km-hg4?t=… (flying through) and youtu.be/GK0SneGpWP0 (viewing from ground), which is pretty much the same shader code as in the comparison YT video.
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@BenSimsTech I just used the 4x4 interleaved sampled bayer-offseted approach each with 8 raymarching steps for effective 128 raymarching steps after the blur-gather 4x4 interleaved sampled, a long time ago, but it worked pretty well for 9 years ago. youtube.com/watch?v=yPhyZm…
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The repository in question (github.com/BeRo1985/berot…) is a small learning self-hosting Pascal compiler, written in Pascal itself. #GitHub has blocked the repository without specifying a specific reason ("due to a terms of service violation"). A possible reason could be that there
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Dive into the creative process behind my latest musical adventure, "Sun Of Hearts". This exclusive behind-the-scenes look gives you a front-row seat to the magic happening inside ".klangknecht", my custom-developed Digital Audio Workstation (DAW).
youtube.com/watch?v=oPjfB6…
youtube.com/watch?v=oPjfB6…
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@Dachsjaeger because of lack of time.
Additionally, I recommend avoiding deferred rendering, which I believe is fundamentally flawed. For more insights on this topic, refer to the following resources: youtube.com/watch?v=QVbOp1… and youtube.com/watch?v=b7ofb4… . (6/6)
Additionally, I recommend avoiding deferred rendering, which I believe is fundamentally flawed. For more insights on this topic, refer to the following resources: youtube.com/watch?v=QVbOp1… and youtube.com/watch?v=b7ofb4… . (6/6)
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@reduzio That's not true either. Because PasVulkan (my Vulkan-only game engine project) also has its own completely comprehensive Retained Mode GUI framework, which is also fully controllable with keyboard and mouse incl. tabbing. And it's been around for ages. See youtu.be/WvpwDJMYrts
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I ported my demo tool .marchfabrik to Linux this morning. That was a pretty quick task, much less than an hour. Lazarus/FreePascal's LCL/FCL maps the Win32 API specific pretty well natively to GTK, Qt etc. The sound output stuff I just ported back from my own DAW .klangknecht.
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youtube.com/watch?v=ZV6Sz4…
I found this YouTube video, where I disagree violently with the notion that AI will eventually replace programmers. While AI can certainly assist in coding tasks, as demonstrated by tools like GitHub's CoPilot, CodeLLaMA or other similar local offline ...
I found this YouTube video, where I disagree violently with the notion that AI will eventually replace programmers. While AI can certainly assist in coding tasks, as demonstrated by tools like GitHub's CoPilot, CodeLLaMA or other similar local offline ...
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In case you missed my latest track release: youtube.com/watch?v=E0i38f…
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youtu.be/7j9pskFGP_Y
This is "Oh, Tannenbaum" synthesized with my own self-developed still-unnamed text-to-speech and text-to-sing engine within my own self-developed DAW called klangknecht. My TTS Engine uses the MBROLA algorithm as a greatly improved from-scratch ...
This is "Oh, Tannenbaum" synthesized with my own self-developed still-unnamed text-to-speech and text-to-sing engine within my own self-developed DAW called klangknecht. My TTS Engine uses the MBROLA algorithm as a greatly improved from-scratch ...
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My latest achievement `Recursion-less procedural GPU icosphere` with 3*20*resolution² vertex count, ideal for vertex and mesh shaders 🙂 gist.github.com/BeRo1985/b1981…
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I've implemented another procedural generated spherified-cube sphere just via vertex shader, employing 45° angular grids for vertex distribution and shortest diagonals for triangle uniformity. Based on the ideas from Stephen Cameron's scaryreasoner.wordpress.com/2016/01/23/tho… blog post.
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I present to you "Inverse octahedral mapped sphere" 🙂 A vertex/mesh-shader friendly directly generated variant of an Octasphere, only using a vertex index triangle-wise, where vertex index => 2D grid => octmap-UV => sphere normal => mesh => profit!😀
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Since I've a mesh hole problem with Fibonacci spheres with a higher point count (>4096), which will probably take too much time to fix properly, here is a selection of "cube-to-sphere" spheres with different methods that I have now implemented as an alternative. What looks best?
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@Vercidium @SebAaltonen Here is the desired video youtu.be/iixhGU3bLl4 🙂. But in the meantime, I have slightly reworked the formulas regarding the initial LOD for the vertex shader between the last video and this one. But the LOD formula in the tessellation control shader is still the exactly same.
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@Vercidium @SebAaltonen And as an early development stage visual demonstration: youtu.be/nW3Mothnqi8 which is fully GPU-driven. No vertex buffer, no index buffer. Just an octahedral-projected height map, which is also generated from a compute shader and can be also updated through compute shaders.
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Just in case anyone out there is tackling octahedral mapping in their 3D graphics project, here's a snippet that could save your day. It's a textureOctahedralMap function, perfect for those who need to use textures with correct octahedral texel edge mirroring.
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PasVulkan’s Scene3D now supports real GPU instancing for each model/group instance. `TpvScene3D.TGroup` is a GLTF model treated as a "group"; `TpvScene3D.TGroup.TInstance` is a specific instance of a GLTF model, complete with its own states such as animations; and ...
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Hmm, for me Mario as an elephant looks too much like Benjamin Blümchen, also from the colors. Has Nintendo already reached an agreement with the german publisher Kiddinx, or does the publisher not know about it yet? Just as an open question.
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The beginning of real-time GI support (with cascaded radiance hint volumes) in the 3D part of PasVulkan. But it is still quite buggy due to Vulkan sync issues, although the validation layers (incl. GPU assisted) find absolutely nothing there. But a good initial start anyway.
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Do you see any significant differences in these screenshots? Because in one it's the full render resolution, and in the other it's the pixel-count-half with upsampling.
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@keenanisalive In my own PasVulkan framework, I have the following code for unbiased range bounded 32-bit random number generation (where although perhaps the optimized Lemire method should be fast enough on its own, where the additional 2^n method would not actually be needed then):
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