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Signalcrest
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devtoolsentity · one source so far

hlsl

for game developers, graphics programmers

Steadystackoverflow
Signal score
9
Live items
1
Trajectory
→ Steady
7-day est. ~10

Why this scored 9

every term, weighted
Velocity+0.0 / 40

Its fastest-moving item, measured against the pace of its own source

Acceleration+11.4 / 25

Whether that velocity is itself speeding up, as a per-hour rate

Cross-source spread+0.0 / 25

How many independent communities its own items come from

Recency+0.0 / 10

Decays to zero over 14 days, counted from when we first saw it

Saturation penalty−2.4 / 30

Subtracted once something is big and old — sized by its biggest item, aged from when we first saw it

Composite9.0

Weights are hand-tuned, not learned — we're calibrating them against realized trends as history accumulates. On an entity's first sighting there's no previous reading to compare against, so acceleration starts from a neutral prior rather than a measurement, and velocity falls back to engagement over its whole lifetime until a second reading exists. Full methodology

Outlook

low confidence · estimate, not a guarantee

7-day

~10

range 0–21

14-day

~10

range 0–24

30-day

~10

range 0–29

Signal history

7-day window (free)
039

projected trajectory (estimate, not a guarantee)

The evidence

The live items this entity's score aggregates — every community independently talking about it right now. This is the corroboration, shown, not claimed.

  1. 1
    19

    Unity custom Ui shader not alpha blending properly with render to texture?

    Addresses alpha blending issue in Unity UI shaders when rendering to texture. · for game developers, graphics programmers

    stackoverflowSteadydevtools3d ago
  2. 2
    15

    DXC is demanding a [raypayload] attribute in the shader, but throws an error if I insert it

    Resolves shader error · for graphics devs

    stackoverflowSteadydevtools61d ago
  3. 3
    15

    HLSL fragment shader fails to activate on SDL3 GPU API when used with SDL_shadercross

    HLSL fragment shaders fail on SDL3 GPU API when using SDL_shadercross, a compatibility bug. · for graphics programmers

    stackoverflowSteadydevtools51d ago