interests: game dev, graphics, physics, .NET, C#
@[email protected]
www.youtube.com/watch?v=4oJG...
Also check out the other EPC talks! #ProcGen
www.youtube.com/watch?v=4oJG...
Also check out the other EPC talks! #ProcGen
If every active user contributed $5 this month, Blender would be funded for the entire year 2026. Professional 3D software. No subscriptions. No limits. Just your support.
Do your part. Donate today.
www.blender.org/news/give-ba...
#b3d
If every active user contributed $5 this month, Blender would be funded for the entire year 2026. Professional 3D software. No subscriptions. No limits. Just your support.
Do your part. Donate today.
www.blender.org/news/give-ba...
#b3d
I'm thrilled to share my latest open-source project, just in time for .NET 10: SharpIDE, a brand new IDE for .NET, built with .NET and Godot! 🎉
🔗 Check it out on GitHub: github.com/MattParkerDe...
...
I'm thrilled to share my latest open-source project, just in time for .NET 10: SharpIDE, a brand new IDE for .NET, built with .NET and Godot! 🎉
🔗 Check it out on GitHub: github.com/MattParkerDe...
...
radicalpie.com
radicalpie.com
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...
UPDATE ON MESH CONTOURS! I've rewrote that whole part of my star blog article on how to render lines for games, by adding my own PhD work that makes it now possible in realtime!
Read it AGAIN!
panthavma.com/articles/lin...
UPDATE ON MESH CONTOURS! I've rewrote that whole part of my star blog article on how to render lines for games, by adding my own PhD work that makes it now possible in realtime!
Read it AGAIN!
panthavma.com/articles/lin...
irradiance.ca/posts/
irradiance.ca/posts/
The commonly used greyscale formula is slightly off when computed in gamma space but can it be fixed?
📜 30fps.net/pages/better...
The commonly used greyscale formula is slightly off when computed in gamma space but can it be fixed?
📜 30fps.net/pages/better...
The effect presumably comes from the absence of S-cones in the fovea.
From Hinnerk Schulz-Hildebrandt:
arxiv.org/pdf/2509.115...
The effect presumably comes from the absence of S-cones in the fovea.
From Hinnerk Schulz-Hildebrandt:
arxiv.org/pdf/2509.115...
I've also decided to create a video to showcase the ocean simulation in motion: www.youtube.com/watch?v=0OXm...
I've also decided to create a video to showcase the ocean simulation in motion: www.youtube.com/watch?v=0OXm...
zeux.io/2025/09/30/b...
zeux.io/2025/09/30/b...
Thank you to the awesome people at Machine Games and id Software!
Thank you to the awesome people at Machine Games and id Software!
www.linkedin.com/mypreference...
www.linkedin.com/mypreference...
x.com/CppCon/statu...
x.com/CppCon/statu...
jms55.github.io/posts/2025-0...
jms55.github.io/posts/2025-0...
github.com/matmadness/H...
#gamedev #indiedev #godot #shader
github.com/matmadness/H...
#gamedev #indiedev #godot #shader
Even if you think you know them, it is a good read as a reminder! 😎
#dotnet #csharp
Even if you think you know them, it is a good read as a reminder! 😎
#dotnet #csharp