Tim Gfrerer
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tgfrerer.bsky.social
Tim Gfrerer
@tgfrerer.bsky.social
mostly graphics - independent realtime graphics programmer, designer, artist
Working on bringing #bindless #vulkan to Island -- i think I have found a relatively elegant way to do this step-by-step... Here's a POC shader that switches dynamically between two bindless textures...

It works with Island's rendergraph, and is backwards-compatible. Let's see for how long 🤞
November 14, 2025 at 3:58 PM
All new Island release v.0.15.1 adds a new platform (and CPU architecture): Raspberry Pi5 (arm64). Hot-reloading and callback forwarding works (wrote some arm assembly for that)!

I've added special README #Vulkan 1.3 on RPi5: github.com/tgfrerer/isl...
November 7, 2025 at 9:26 AM
Working on #shaderslang shader language support for Project Island; It's coming together nicely, and shader error messages with squiggles will be a nice addition...
Oh, and all slang shaders can be hot-reloaded, just like spirv,hlsl, and glsl shaders can be already.
October 29, 2025 at 5:19 PM
one more ;)
October 23, 2025 at 4:39 PM
Glassy drop study
October 23, 2025 at 3:49 PM
warmth
October 22, 2025 at 9:56 PM
color experiment

#hdr #blob #noai
October 14, 2025 at 6:34 PM
glossy blob study (blue) — Realtime, 240hz

#handmade #noai #abstract
October 10, 2025 at 5:30 PM
Glassy blob study (yellow). Realtime, 240hz

#realtimerendering #handmade
October 9, 2025 at 11:45 AM
Liquid blob study (animated)
October 8, 2025 at 1:43 PM
Glassy blob study (happy)
October 7, 2025 at 4:08 PM
Liquid blob study
October 7, 2025 at 2:01 PM
Soft liquid study (realtime, 240hz)
October 7, 2025 at 1:59 PM
Debug View Art (showing Island's GPU 2d rasterizer at work)
October 2, 2025 at 4:29 PM
Island can now visualizing the rendergraph for anything that it's rendering - even 2d GPU rasterized scenes (the visualizer is 2d GPU rasterized itself)...
Note yellow for compute, green for graphics, blue for transfer passes...

#handmade #vulkan
October 2, 2025 at 4:20 PM
Rendergraph Visualizer update:
- lots of visual tweaks
- replay of recorded graphs
- interactive controls to place diagram on screen
- auto-zoom and centre
This is the very first frame of Island's Compute Example visualized: blue is a transfer pass, yellow a compute pass, and green is graphics...
September 30, 2025 at 5:10 PM
Pareidolia of the day
September 28, 2025 at 8:22 AM
... then, in a second pass I sort all connections; connections that want an extra lane are first sorted by the y-position of their port on the destination card.

Then I go over all connectors that have requested an extra lane, and assign extra lanes from bottom-to-top. This minimizes path crossings.
September 26, 2025 at 4:17 PM
Spent a good little while auto-de-spaghettifying graph visualisation... 🍝 I think i have a an approach that seems to be working (image 3); image 1 and 2 are failed attempts.

If i can't find a matching port on the neighbour card, i require an extra lane on top. I do that for all connections ...
September 26, 2025 at 4:14 PM
this will be quite useful for more complex rendergraphs, i think
September 25, 2025 at 3:38 PM
I'm adding some basic path routing to the Island rendergraph visualizer; This way, it becomes more obvious how resources flow through the graph... (left: with newly added routing | right no routing)

#handmade #vulkan #island
September 25, 2025 at 3:33 PM
How did i get to MOUSE SPACE?

When dealing with matrices and affine transforms of all kind, i find it helps my intuition tremendously, if i name all transforms as SpaceOrigin-To-SpaceDestination.

Another favourite: Naming spaces with what is *at their origin*: ViewSpace, ScreenSpace, 🐭Space
September 23, 2025 at 10:10 AM
... and now with bendy connectors ;)
September 22, 2025 at 12:13 PM
The Island Rendergraph visualizer is drawing connections \o/ -- it took a while to get there, but i think this is going to be useful...
September 22, 2025 at 11:56 AM
Island Rendergraph visualizer now has renderpasses that list resources ... connectors on the left show READ resources, if there is a dot on the right, that's a WRITE resource. Sinks (Swapchain resources) are currently drawn in garish yellow...
September 19, 2025 at 3:45 PM