The project is just a scaffold to make WGPU cross-platform demos.
github.com/pplux/minima...
are now online
advances.realtimerendering.com/s2025/index....
are now online
advances.realtimerendering.com/s2025/index....
github.com/ocornut/imgu...
(1.92.2 has a bug with using IsItemHovered() on disabled items or items with no identifier while clicking on them + misc improvements to Allegro5 backend)
github.com/ocornut/imgu...
(1.92.2 has a bug with using IsItemHovered() on disabled items or items with no identifier while clicking on them + misc improvements to Allegro5 backend)
We're incredibly proud to announce that Second Reality has now been finally ported to a modern operating system, and you can watch it tear up your system: no video, no emulation, just code - as it should be.
conspiracy.hu/files/w32nd_...
github.com/ConspiracyHu...
We're incredibly proud to announce that Second Reality has now been finally ported to a modern operating system, and you can watch it tear up your system: no video, no emulation, just code - as it should be.
conspiracy.hu/files/w32nd_...
github.com/ConspiracyHu...
github.com/floooh/sokol...
...and if you haven't yet, please also read the accompanying blog post:
floooh.github.io/2025/08/17/s...
github.com/floooh/sokol...
...and if you haven't yet, please also read the accompanying blog post:
floooh.github.io/2025/08/17/s...
This is an introduction to the hyperbolic tangent function and how it's useful in shaders
mini.gmshaders.com/p/func-tanh
This is an introduction to the hyperbolic tangent function and how it's useful in shaders
mini.gmshaders.com/p/func-tanh
Here's a 25 minute video about the latest and greatest in blue noise textures / precalculated per pixel random numbers
www.youtube.com/watch?v=aFSk...
Also repo: github.com/electronicar...
And published paper: jcgt.org/published/00...
Here's a 25 minute video about the latest and greatest in blue noise textures / precalculated per pixel random numbers
www.youtube.com/watch?v=aFSk...
Also repo: github.com/electronicar...
And published paper: jcgt.org/published/00...
- combined vertex/index buffer: floooh.github.io/sokol-webgpu...
- simple compute shader write: floooh.github.io/sokol-webgpu...
- compute shader image blur (ported from a WebGPU sample): floooh.github.io/sokol-webgpu...
- combined vertex/index buffer: floooh.github.io/sokol-webgpu...
- simple compute shader write: floooh.github.io/sokol-webgpu...
- compute shader image blur (ported from a WebGPU sample): floooh.github.io/sokol-webgpu...
- compute shaders can now write to textures
- the same buffer object can now be bound as vertex/index/storage buffer
Blog post: floooh.github.io/2025/05/19/s...
Changelog: github.com/floooh/sokol...
- compute shaders can now write to textures
- the same buffer object can now be bound as vertex/index/storage buffer
Blog post: floooh.github.io/2025/05/19/s...
Changelog: github.com/floooh/sokol...
The project is just a scaffold to make WGPU cross-platform demos.
github.com/pplux/minima...
The project is just a scaffold to make WGPU cross-platform demos.
github.com/pplux/minima...
I cause graphics devices to become lost, and generate all sorts of technical, design & artistic debt in Tiny Glade, together with @anopara.bsky.social, @lydmartin.bsky.social & @odaodaoda.bsky.social
I cause graphics devices to become lost, and generate all sorts of technical, design & artistic debt in Tiny Glade, together with @anopara.bsky.social, @lydmartin.bsky.social & @odaodaoda.bsky.social
www.youtube.com/watch?v=jusW...
It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
www.youtube.com/watch?v=jusW...
It's an any% speedrun of our GPU-driven rendering, shadows, global illumination, water, and DoF, involving a few weird tricks.
i Hope you enjoy or find something new!
mamoniem.com/behind-the-p...
i Hope you enjoy or find something new!
mamoniem.com/behind-the-p...
blog.frost.kiwi/analytical-a...
blog.frost.kiwi/analytical-a...