I'm pleased to share GP-Direct 2025, the latest edition of the graphics programming discord showcase!
No engine? No problem. We wrote our own!
Thank you to all the talented people who participated!
youtu.be/e9qK6EtqB-Q?...
#indiegamedev #graphicsprogramming
I'm pleased to share GP-Direct 2025, the latest edition of the graphics programming discord showcase!
No engine? No problem. We wrote our own!
Thank you to all the talented people who participated!
youtu.be/e9qK6EtqB-Q?...
#indiegamedev #graphicsprogramming
We will soon be releasing our final video just as soon as we finish editing. Here's last years video! #indiegamedev #graphics
www.youtube.com/watch?v=E07I...
We will soon be releasing our final video just as soon as we finish editing. Here's last years video! #indiegamedev #graphics
www.youtube.com/watch?v=E07I...
I found myself with enough bits and pieces related to text rendering to warrant a write-up. So here it is! 😱
osor.io/text
Spiced up with direct vector rendering, sub-pixel anti-aliasing, run-time atlas packing, temporal accumulation, and more!
I hope you enjoy it! 🧡
I found myself with enough bits and pieces related to text rendering to warrant a write-up. So here it is! 😱
osor.io/text
Spiced up with direct vector rendering, sub-pixel anti-aliasing, run-time atlas packing, temporal accumulation, and more!
I hope you enjoy it! 🧡
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)
Please check it out as well as the other blogs on graphics-programming.org #blender3d #tutorial #indiegamedev
graphics-programming.org/blog/blender...
Please check it out as well as the other blogs on graphics-programming.org #blender3d #tutorial #indiegamedev
graphics-programming.org/blog/blender...
i wanna study low-level stuff at some point... like graphics drivers.. make my own operating system... build a fpga gpu..
really cool stuff!!!
youtu.be/B8xHWwCuxKA?...
i wanna study low-level stuff at some point... like graphics drivers.. make my own operating system... build a fpga gpu..
really cool stuff!!!
youtu.be/B8xHWwCuxKA?...
like timeline semaphore and slang is cool, but before and after is gonna be the same from the outside.
like timeline semaphore and slang is cool, but before and after is gonna be the same from the outside.
gonna have to learn a lot but looking forward to start implementing it this summer!
voxels raymarcher
virtual geometry
need to choose one for my 3rd year project 🤔🤔
gonna have to learn a lot but looking forward to start implementing it this summer!
therealmjp.github.io/posts/to-ear...
therealmjp.github.io/posts/to-ear...
gonna keep it super simple.
after this i probably wanna cleanup everything again and maybe add some new visual stuff 👀.. or improve perf. cause i made it worse accidentally 💀
gonna keep it super simple.
after this i probably wanna cleanup everything again and maybe add some new visual stuff 👀.. or improve perf. cause i made it worse accidentally 💀
ill try to finish this weekend and then gonna add spirv reflection to simplify creating pipelines :) and remove all that ugly code
ill try to finish this weekend and then gonna add spirv reflection to simplify creating pipelines :) and remove all that ugly code
voxels raymarcher
virtual geometry
need to choose one for my 3rd year project 🤔🤔
voxels raymarcher
virtual geometry
need to choose one for my 3rd year project 🤔🤔
wip is compacting the indirect draw calls
wip is compacting the indirect draw calls