#graphicsprogramming
🌌 LIVE NOW: Custom 3D Vulkan engine "Big Bang" sim - 2M+ triangles, Hubble expansion, cosmological redshift, 8 hour universe evolution! Watch particles spawn & shift red as space expands 🔴✨

🔗 youtube.com/live/XK-6Lfg...

#GameDev #VulkanAPI #GraphicsProgramming #LiveCoding #IndieDev #EngineDevs
🌌 Big Bang Visualization — Real-Time Universe Expansion Simulation (V Engine)
YouTube video by p3nGu1nZz
youtube.com
November 12, 2025 at 5:21 AM
I have upgraded to a square.
#vulkan #c++ #graphicsprogramming #programming
November 11, 2025 at 8:10 AM
Inline vs Pipeline Ray Tracing, same goal, different path.
Which one do you think your GPU prefers? 🤔

We benchmarked AMD, NVIDIA, and Intel. The results weren’t what we expected.
🔗 www.evolvebenchmark.com/blog-posts/i...

#RayTracing #GPU #GraphicsProgramming
November 4, 2025 at 1:36 PM
Seasonal real-time rendering experiment I did (radiosity-based lighting) within Shadertoy's constraints (not loading any textures or meshes, no compute shaders)
#GraphicsProgramming #webgl #glsl #shader
November 1, 2025 at 9:54 PM
🔔 We’re #Hiring! The Forge Interactive is looking for a Graphics Programmer and an Intern to join our team!

🌐 Apply on LinkedIn: The Forge Interactive, Inc.
✉️ Or email: [email protected]

#GraphicsProgramming #Intern #GameDevCareers #OpenRole
October 30, 2025 at 7:53 PM
Quick proof of concept WebGPU in a marimo notebook. Going to dump some of my lecture notes into them now. #WebGPU #Graphicsprogramming #Marimo
October 29, 2025 at 5:57 PM
October 29, 2025 at 5:09 PM
Now figuring out how to thread it safely 🫣
#GameDev #GraphicsProgramming
October 21, 2025 at 11:32 PM
`RenderSurfaceFactory` is a static factory class that creates `RenderSurface` instances with appropriate device implementations injected based on API type selection.

#gamedev #indiedev #solodev #dev #ai #rendering #graphics
#vulkan #directx12 #metal #opengl
#shaderdev #graphicsprogramming
October 21, 2025 at 7:09 PM
Finished documenting work on optimized wireframe rendering: precision, clipping & math details for stable, performant edges in OpenGL.

Includes an analysis of NVIDIA’s wireframe paper & fixes its issues.

fauder.github.io/posts/2025/1...

#GraphicsProgramming #Rendering #OpenGL #ShaderDev #GameDev
Optimized Wireframe Rendering: Part III
Detailed technical breakdown of precision pitfalls, clipping logic, and geometry shader implementation for high-quality wireframe rendering.
fauder.github.io
October 21, 2025 at 4:43 PM
Writing an efficient CommandBuffer in a language like Java is an interesting challenge #GameDev #GraphicsProgramming
October 21, 2025 at 1:37 AM
I'm down to the final chapter of translating the code examples over at learnopengl that are in C++ to Odin. The final chapter is about making games. What a journey. What stress 😭
github.com/kidando/lear...
#learnopengl #odin #odinlang #graphicsprogramming
GitHub - kidando/learnopengl-odin
Contribute to kidando/learnopengl-odin development by creating an account on GitHub.
github.com
October 19, 2025 at 4:47 PM
manipulating the modelview matrix DOES align the lines perfectly - but now, the shader that detects the outlines is glitching 😭
Maybe there are zfight artifacts? The rest looks quite clean.
#gamedev #solodev #graphicsprogramming
October 13, 2025 at 5:39 PM
Guitar rendering bug fixed! Now guitars with sunburst finish will look good!
#DoubleWhammyGame #graphicsprogramming #shaders #indiedev #indiegame #ue5 #madewithunreal
October 9, 2025 at 10:34 PM
🚀 From chaotic Vulkan allocations to sleek, optimized pipelines. GPU memory management is an art form. Render graphs + VMA = less allocations, stable frames, higher VRAM efficiency.

dev.to/p3ngu1nzz/ad...

#GameDev #Vulkan #GraphicsProgramming #GPU #RenderGraph #VMA #IndieDev #TechArt #devlog #ai
Advanced Vulkan Rendering: Building a Modern Frame Graph and Memory Management System
Author: Cat Game Research Team Date: October 6, 2025 Milestone: M4 Phase 1 - Advanced Rendering...
dev.to
October 6, 2025 at 12:43 PM
Vulkan Schnee (thats what I'm calling the engine at the moment) can now render multiple materials on one object. Now to get it to render from a buffer of material data...

#Vulkan #OpenXR #GameEngine #GraphicsProgramming
October 6, 2025 at 6:17 AM
So guyz, I reworked the demo video from the VR internship to intent a little bit more. #graphicsprogramming #shader
youtube.com/shorts/-jNg7...
#changelingvr #graphicsprogramming #postprocessing #unrealengine #shaders #graphicsshaders
YouTube video by 有囲厘亜矛WILL 画G AKA ノイズ
youtube.com
September 27, 2025 at 10:32 PM
Ok I think I've fixed all major issues in my screenspace #RadianceCascades implementation. Still barebones, but I'll revisit this after working on other parts of the renderer. #graphicsprogramming #indiegamedev #indiedev
September 26, 2025 at 2:18 PM
Vulkan Ray Tracing Tutorial V2.0 Released

Complete rewrite with Vulkan 1.4 support, VMA, Slang. Step-by-step tutorial from raster to ray tracing.
15+ specialized tutorials.
Get started: github.com/nvpro-sample...
#Vulkan #RayTracing #GraphicsProgramming
GitHub - nvpro-samples/vk_raytracing_tutorial_KHR at v2
Ray tracing examples and tutorials using VK_KHR_ray_tracing - GitHub - nvpro-samples/vk_raytracing_tutorial_KHR at v2
github.com
September 26, 2025 at 9:10 AM
Fixing more issues in my screenspace #RadianceCascades implementation. Merging still seems problematic though. #graphicsprogramming #indieGameDev
September 25, 2025 at 6:10 PM
Sometimes you see a question on Reddit that makes you go full Homer Simpson
September 25, 2025 at 7:33 AM
Learning more about SSRC. It's almost kinda working now!.. Cascades start from a 8x8 downsampled frame buffer, so generation can be pretty fast, ~1ms on my setup. The outputs(e.g. P3/P4) need to then be gathered(upsampled) to screenres, rn that part is very slow. #graphicsprogramming #indiedev
September 24, 2025 at 12:24 PM
#graphicsprogramming is amazing! Whenever you solve an issue two new beautiful issues open up to you❤️

I just split up rendering the point lights shadow maps over multiple frames which results in better performance but now I have to deal with self-shadowing of moving objects.

#indiedev #gamedev
September 23, 2025 at 11:44 AM