Jared Bruni
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lostjared.bsky.social
Jared Bruni
@lostjared.bsky.social
Hobbyist Programmer
This demo uses the same basic rendering technique "Raycasting" that the first Wolf3D does. However this one is written using Vulkan and SPiR-V shaders. It is just a simple maze with some fragment shader effeccts.

#homebrew #opensource #cplusplus #gpu
February 8, 2026 at 3:22 PM
Added a really helpful Perl script to get this all compiled. It is starting to become more complex, so I think this is needed!
#homebrew #opensource #gpu
February 7, 2026 at 12:02 PM
How to compile my game demo on Linux.
#homebrew #linux #opensource #software
February 7, 2026 at 5:03 AM
Ported my 2D asteroids clone to libmx2 w/ Vulkan backend
Looks and runs much better now.
#homebrew #opensource #cplusplus
February 6, 2026 at 9:07 AM
This evening I worked on setting up my app to dynamically scale based on the size the user wants the window to be. This was a little tricky because I had to scale the font size/positions. Lots of fun tho! #homebrew #opensource #cplusplus #app #gpu
February 5, 2026 at 3:49 AM
This morning I added a High Scores screen/menu to my game. #homebrew #opensource #cplusplus
#software #app #gpu
February 4, 2026 at 9:13 PM
Added some cool shader effects to my game. #homebrew #opensource #cplusplus #gpu
February 4, 2026 at 1:53 PM
For my first game with Vulkan I wanted to do something easy that I am familiar with. This is my MasterPiece game, but it is in Widescreen. It's been ported over to run as a native Vulkan project. I am starting to feel very comfortable with this API.
#homebrew #cplusplus #software #opensource
February 4, 2026 at 11:57 AM
In this video my computer this Vulkan demo is pushing over 50,000 point sprites or light orbs per frame! #homebrew #opensource #cplusplus
February 3, 2026 at 11:10 PM
With my aging Video card, I still can get Vulkan to crank out over 15,000 point sprites per frame. Each sprite is different.
#homebrew #cplusplus #opensource
February 3, 2026 at 5:35 PM
I set up my Vulkan image fragment shader to apply differently to each sprite on the screen in this video. It is rendering 57,600 sprites per frame, each differently. Looks like a stream of raw data. #homebrew #opensource #cplusplus
February 3, 2026 at 12:08 PM
Drawing with Vulkan in 2D with hardware acceleration is fast.
#homebrew #opensource #cplusplus
February 3, 2026 at 10:54 AM
Was working on a Sprite class tonight for my Vulkan engine. I cannot believe how fast you can get it to draw. This demo draws 5,000 random sprites every frame.
#homebrew #cplusplus #gpu
February 3, 2026 at 8:58 AM
Strange texture mapping #homebrew
February 2, 2026 at 11:25 PM
Web-based viewer for my custom MXMOD files that can be loaded into libmx2 (either OpenGLor Vulkan). It was tricky to get the sphere's texture mapping just right. The page's HTML was generated. #homebrew #cplusplus #opensource
February 2, 2026 at 3:20 PM
This was a idea I had for a new game:
Move blocks left and right with the arrow keys.
Use A / S to shift blocks and Z / X to rotate them.
Match the same color in 1-2-3 or 3-2-1 order, horizontally, vertically, or diagonally.
Flashing wildcard blocks match any color.
Clear as many lines as possible.
February 2, 2026 at 2:09 PM
Tonight I worked on porting my engine over to macOS with Molten-VK for the portability layer to run the apps over Metal. Ran into some issues had to change some things but eventually got most of the demos to work. I have not totally figured it all out but I will. #homebrew #opensource #cplusplus
February 2, 2026 at 9:32 AM