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
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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
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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
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Replying to @paulofalcao
@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
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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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XOrg is also running in my PasRISCV emulator now. 🙂
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PasRISCV's network device emulation is finally working 🙂
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FreeBSD in PasRISCV 🙂
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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
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MCP/Tool-Usage with PALM - Pascal-native LLM interference engine

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!
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Replying to @BenSimsTech
@BenSimsTech Ported to GLSL and implemented in my PasVulkan PBR rendering pipeline, works pretty well so far 🙂
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Replying to @iquilezles
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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
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A personal message, every contribution counts: Supporting my creative journey through tough times

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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PasRISCV also now with working SMP multicore CPU emulation 🙂
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Regarding how the instruction interpreter part in PasRISCV roughly works:
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RV64GC RISC-V emulator PasRISCV now with Sound and host directory mounting per 9p protocol

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
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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
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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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Replying to @Shadertoy
@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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Replying to @Native_eM
@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.
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Here an update about the blocked BeRoTinyPascal GitHub repo:
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Doom running inside my PasRISCV emulator 🙂
youtube.com/watch?v=ejljO5…
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Why NVIDIA?????
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PasRISCV demonstration, a RV64GC RISC-V emulator implemented in Object Pascal
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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Replying to @OpenAI
@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…
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Replying to @SyntaxErrorSoft
@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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Replying to @_mamoniem
@_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…
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Replying to @NVIDIAGameDev
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Replying to @BenSimsTech
@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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Replying to @BenSimsTech
@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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Replying to @heiseonline
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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…
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Replying to @coder
@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)
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PasVulkan has on the GLTF side also support for KHR_material_dispersion now. 🙂
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Replying to @reduzio
@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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Here are some AI-hallucinated values, amazing how close they are to the real values above. 🙂
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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 ...
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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 ...
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Hm, very interesting, I must have discovered a "skull and crossbones" FBM noise formula by chance. 🤣 #GLSL #GPU #gamedev
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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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Replying to @coder
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Replying to @coder
And in connection with dynamic LOD tessellated Planet Terrain Rendering, it looks like:
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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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Replying to @Vercidium
@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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Replying to @coder
@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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Replying to @coder
And another fix (mod vs % at integers):
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Replying to @coder
Fixed a typo (v should be direction):
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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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Replying to @coder
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Replying to @OpenAI
@OpenAI chat.openai.com is currently not usable for me.
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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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A beautiful effect from a bug (far too bright Global Illumination)
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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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Replying to @keenanisalive
@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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