PR: github.com/floooh/sokol...
Changelog: github.com/floooh/sokol...
Blog post: floooh.github.io/2025/12/01/s...
Remember that this currently only works on Linux, and has only been tested on an Intel GPU.
PR: github.com/floooh/sokol...
Changelog: github.com/floooh/sokol...
Blog post: floooh.github.io/2025/12/01/s...
Remember that this currently only works on Linux, and has only been tested on an Intel GPU.
Check it out!
Check out this new article by Jelle about designing a data structure to efficiently compress and store large amounts of call stack data!
superluminal.eu/compressing-...
Check it out!
floooh.github.io/2025/12/01/s...
(as always I'll need to do a couple more edits to fix typos and repetitions but first I'll need some food intake)
floooh.github.io/2025/12/01/s...
(as always I'll need to do a couple more edits to fix typos and repetitions but first I'll need some food intake)
www.youtube.com/watch?v=f9V_...
www.youtube.com/watch?v=f9V_...
If nothing else writing it up forced me to try to remember what actually happened.
randomascii.wordpress.com/2025/10/22/r...
If nothing else writing it up forced me to try to remember what actually happened.
randomascii.wordpress.com/2025/10/22/r...
Initially I made this work by sampling many normal directions rotated around the hair strand direction, but I eventually got an approximation working that doesn't rely on multi-sampling.
github.com/runevision/H...
Initially I made this work by sampling many normal directions rotated around the hair strand direction, but I eventually got an approximation working that doesn't rely on multi-sampling.
github.com/runevision/H...
Includes an analysis of NVIDIA’s wireframe paper & fixes its issues.
fauder.github.io/posts/2025/1...
#GraphicsProgramming #Rendering #OpenGL #ShaderDev #GameDev
Includes an analysis of NVIDIA’s wireframe paper & fixes its issues.
fauder.github.io/posts/2025/1...
#GraphicsProgramming #Rendering #OpenGL #ShaderDev #GameDev
It is based on Godot 4, had a huge UI redesign and has quite a few new nodes.
rodzilla.itch.io/material-mak...
It is based on Godot 4, had a huge UI redesign and has quite a few new nodes.
rodzilla.itch.io/material-mak...
I think Graham Hazel's blog was down for a long time, years maybe, but works now!
I think Graham Hazel's blog was down for a long time, years maybe, but works now!
zeux.io/2025/09/30/b...
zeux.io/2025/09/30/b...
With this new release, we made meticulous efforts in order to amplify what is possible to do with our engine, guided by our goal of making gaming and game development for everyone!
godotengine.org/releases/4.5/
With this new release, we made meticulous efforts in order to amplify what is possible to do with our engine, guided by our goal of making gaming and game development for everyone!
godotengine.org/releases/4.5/
* Improved speed of FullSweep (thanks Julian)
* Reverted JobSystem to basic threading because of instabilities
* Wave_tracer now uses TinyBVH!
* Fixed speedtest of GPU BVH
Because of the threading issue: Please upgrade to 1.6.6 asap.
github.com/jbikker/tiny...
* Improved speed of FullSweep (thanks Julian)
* Reverted JobSystem to basic threading because of instabilities
* Wave_tracer now uses TinyBVH!
* Fixed speedtest of GPU BVH
Because of the threading issue: Please upgrade to 1.6.6 asap.
github.com/jbikker/tiny...