danteprkl.bsky.social
@danteprkl.bsky.social
Reposted
I finally found the time and energy to make a new blog and write a couple of posts. This time I wrote about PBR content and game development principles. Both posts are quite different so hopefully people find something interesting on either one of them.

irradiance.ca/posts/
Posts
irradiance.ca
October 15, 2025 at 6:51 PM
Reposted
Notes on atmospheric perspective and distant mountains
blog.runevision.com/2025/06/note...

On my recent vacation in Japan, I had ample opportunities to study views with distant mountains. And something about the shades at different distances clicked for me that’s now obvious in retrospect.
Notes on atmospheric perspective and distant mountains
I don't know if it's because I come from a supremely flat country, or in spite of it, but I love terrain with elevation differences. Seeing ...
blog.runevision.com
June 29, 2025 at 11:01 AM
Reposted
📝 New Blog Post 📝

I recently went on a "shader creative-spree" where Post-Processing became my main tool for transforming 3D scenes into stylized art

In it, I share the techniques behind the many effects I built and how I combined them in unique ways

blog.maximeheckel.com/posts/post-p...
February 4, 2025 at 4:14 PM
Reposted
I wrote a new article, this time exploring a bit how some games handle refraction.
I discovered quite a few interesting tricks !
www.froyok.fr/blog/2024-12...

#gamedev #rendering
Refracting Pixels | Froyok - Léna Piquet
What started this article is that I wanted to support refraction in my realtime game engine (which you can learn more about here). I didn't find a lot of clear documentation on the subject, so I went ...
www.froyok.fr
December 3, 2024 at 7:30 PM
Reposted
hey here’s something fun to read! (found via mastodon) a very specific breakdown of how games and engines render refractive surfaces:
www.froyok.fr/blog/2024-12...
its also kinda inspiring if you are into vfx.
🤓🩷
#GameDev
Refracting Pixels | Froyok - Léna Piquet
What started this article is that I wanted to support refraction in my realtime game engine (which you can learn more about here). I didn't find a lot of clear documentation on the subject, so I went ...
www.froyok.fr
December 4, 2024 at 5:59 AM