From f71840b2981176a95b4c364418ef6fcbe6125299 Mon Sep 17 00:00:00 2001 From: Joshua Goins Date: Wed, 26 Oct 2022 09:21:14 -0400 Subject: [PATCH] Fix all blog post descriptions --- content/blog/camera1/index.md | 5 +++-- content/blog/deepvulkan1/index.md | 2 +- content/blog/deepvulkan2/index.md | 7 ++++--- content/blog/deepvulkan3/index.md | 4 +++- content/blog/deepvulkan4/index.md | 4 +++- content/blog/deepvulkan7/index.md | 4 +++- content/blog/deepvulkan8/index.md | 1 + content/blog/deepvulkan9/index.md | 4 +++- content/blog/figure3/index.md | 5 +++-- content/blog/linux-graphics-stack.md | 4 +++- content/blog/steam-offline-achivements.md | 4 +++- 11 files changed, 30 insertions(+), 14 deletions(-) diff --git a/content/blog/camera1/index.md b/content/blog/camera1/index.md index dc5322e..0b264bc 100644 --- a/content/blog/camera1/index.md +++ b/content/blog/camera1/index.md @@ -8,8 +8,9 @@ tags: - Review --- -Alright so I'm trying to do something new, and review a camera. I don't plan on buying another camera -body right now, so I cannot compare to any other cameras. This is just my experience with it as I've +Alright so I'm trying to do something new, and review a camera. + +I don't plan on buying another camera body right now, so I cannot compare to any other cameras. This is just my experience with it as I've had this camera for many months now. ## Verdict diff --git a/content/blog/deepvulkan1/index.md b/content/blog/deepvulkan1/index.md index 06007d6..871741e 100644 --- a/content/blog/deepvulkan1/index.md +++ b/content/blog/deepvulkan1/index.md @@ -9,7 +9,7 @@ tags: --- Hello and welcome to the first of many "Vulkan Deep Dives" I plan on writing this year. What are these? - + Well to put it simply, there is _a lot_ of Vulkan content on the Internet now. Which is great, but what ends up happening is that someone gets knee-deep in writing their tutorial and end up losing steam once they get past the "really basic 90%". This is stuff like initialization (boring), device creation (snooze), render passes (eugh) and pipeline creation (woo?). diff --git a/content/blog/deepvulkan2/index.md b/content/blog/deepvulkan2/index.md index 1383d5a..7080a6f 100644 --- a/content/blog/deepvulkan2/index.md +++ b/content/blog/deepvulkan2/index.md @@ -8,9 +8,10 @@ tags: - Deep Dive --- -This topic is -something that trips a lot of developers up, and they don't really know where to look, or don't know how to use existing -tools properly. Even worse, is that a lot of +This is a topic that trips a lot of developers up, and they don't really know where to look, or don't know how to use existing +tools properly. + +Even worse, is that a lot of the underlying validation stuff has changed a few years ago, so now there is a divide between the "old but used to work" information, and the very little "stuff that actually works" info that's online. Let's solve both issues today. diff --git a/content/blog/deepvulkan3/index.md b/content/blog/deepvulkan3/index.md index b0ecc14..eedee2e 100644 --- a/content/blog/deepvulkan3/index.md +++ b/content/blog/deepvulkan3/index.md @@ -8,7 +8,9 @@ tags: - Deep Dive --- -In this Vulkan deep dive, we'll go over a simple but important technique - anti-aliasing. FXAA is a popular +In this Vulkan deep dive, we'll go over a simple but important technique - anti-aliasing. + +FXAA is a popular and cheap choice for a post-processing AA solution, but SMAA is another popular option used in many games. Not only is it cheap (but not as cheap as FXAA), it's also extremely easy to implement. It has a HLSL and GLSL version, but of course we're just worrying about a Vulkan implementation here. diff --git a/content/blog/deepvulkan4/index.md b/content/blog/deepvulkan4/index.md index 83d762b..56054af 100644 --- a/content/blog/deepvulkan4/index.md +++ b/content/blog/deepvulkan4/index.md @@ -9,7 +9,9 @@ tags: --- Culling is an important part of modern graphics, you definitely don't want anything you aren't looking at wasting -valuable resources. Now wait... what's the purpose of doing it ourselves? I think I read somewhere that GPUs will cull +valuable resources. + +Now wait... what's the purpose of doing it ourselves? I think I read somewhere that GPUs will cull objects itself, and won't try to rasterize them... ## Theory diff --git a/content/blog/deepvulkan7/index.md b/content/blog/deepvulkan7/index.md index 6c56a95..b7881f1 100644 --- a/content/blog/deepvulkan7/index.md +++ b/content/blog/deepvulkan7/index.md @@ -9,7 +9,9 @@ tags: --- Building editor and mod tools is something I never expected to find so enjoyable, and -it's another rabbit hole of endless programming goals. However, there is a distinct lack +it's another rabbit hole of endless programming goals. + +However, there is a distinct lack of editor-focused graphics tutorials. Transform handles especially are troublesome, but we will go over more than just that here. diff --git a/content/blog/deepvulkan8/index.md b/content/blog/deepvulkan8/index.md index 48df1d7..00a2049 100644 --- a/content/blog/deepvulkan8/index.md +++ b/content/blog/deepvulkan8/index.md @@ -9,6 +9,7 @@ tags: --- Before we get into the technique we'll implement later, let's take a look down memory lane with depth of field in games: + ## Theory diff --git a/content/blog/deepvulkan9/index.md b/content/blog/deepvulkan9/index.md index 6342e61..99791c1 100644 --- a/content/blog/deepvulkan9/index.md +++ b/content/blog/deepvulkan9/index.md @@ -9,7 +9,9 @@ tags: --- You might be wondering why I'm covering reflections and IBLs in this series, as there -is tutorials covering these already online. However, there is two important distinctions in what I'm +is tutorials covering these already online. + +However, there is two important distinctions in what I'm teaching here: _Parallax-corrected_ reflections and _Real-time_ Image-based Lighting. In most tutorials, they might cover diff --git a/content/blog/figure3/index.md b/content/blog/figure3/index.md index 7e7d3b4..336540c 100644 --- a/content/blog/figure3/index.md +++ b/content/blog/figure3/index.md @@ -7,8 +7,9 @@ tags: - Review --- -It's time for another figure review, this time with Ryza! Funnily enough, this figure -actually convinced me to try Atelier Ryza (1) again, which runs great on the Steam Deck thanks +It's time for another figure review, this time with Ryza! + +Funnily enough, this figure actually convinced me to try Atelier Ryza (1) again, which runs great on the Steam Deck thanks to the atelier-sync-fix created by doujistin, who created DXVK. Games aside, here's the figure. The figure is around average price ($150) and was already released by the time I got around to purchasing it. diff --git a/content/blog/linux-graphics-stack.md b/content/blog/linux-graphics-stack.md index e715bf4..de5d009 100644 --- a/content/blog/linux-graphics-stack.md +++ b/content/blog/linux-graphics-stack.md @@ -9,7 +9,9 @@ tags: --- The Linux graphics stack is a complex mechanism of many, many projects that function together to -deliver images to your screen. Since other operating systems hide this away from you, we fortunately have Linux to look +deliver images to your screen. + +Since other operating systems hide this away from you, we fortunately have Linux to look at for how a desktop system might deliver graphics. You probably noticed this already, but this is a very long article. The idea is to give you a true "vertical slice" of a diff --git a/content/blog/steam-offline-achivements.md b/content/blog/steam-offline-achivements.md index bb56be3..727f5b2 100644 --- a/content/blog/steam-offline-achivements.md +++ b/content/blog/steam-offline-achivements.md @@ -7,7 +7,9 @@ tags: --- If you've been paying attention these last couple of months, the Steam Deck is now in people's hands -and people are starting to discover how bad Steam Offline mode is. Thankfully Valve is improving the situation +and people are starting to discover how bad Steam Offline mode is. + +Thankfully Valve is improving the situation in every update but there is one thing they cant fix: Why do some games require you to be online for achievements and some don't?