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@sergeymakeev

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24.10.2024
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Latest posts by @sergeymakeev

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No Graphics API — Sebastian Aaltonen Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...

My "No Graphics API" blog post is live! Please repost :)
www.sebastianaaltonen.com/blog/no-grap...

I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".

16.12.2025 18:51 👍 467 🔁 191 💬 19 📌 12
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Here's some cute bounding box functions for 2D shapes. A longer list here: iquilezles.org/articles/bbo...

25.11.2025 00:34 👍 244 🔁 46 💬 3 📌 0
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y'ever see my blog post about Max Payne 2's character shadows? got some good Remedy dev scoops in there

www.joewintergreen.com/dev-scoops-m...

20.07.2025 14:10 👍 320 🔁 63 💬 5 📌 4
Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar
Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows - P. Kakkar YouTube video by Academy Software Foundation

Brief introduction to a number of OIT techniques: "Advances in Order Independent Transparency for Real-Time & Virtual Production Workflows" www.youtube.com/watch?v=wXSJ...

03.09.2025 19:54 👍 47 🔁 11 💬 0 📌 0

Following the same logic, it would be better to remove all but one camera to avoid contention/ambiguity

02.09.2025 06:12 👍 1 🔁 0 💬 0 📌 0
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Anno 1800: Frame Analysis | Thomas Poulet In depth analysis of the steps required to get a frame from Anno 1800 onto the screen.

Anno 1800: Frame Analysis blog.thomaspoulet.fr/posts/anno-1...

19.08.2025 20:20 👍 34 🔁 9 💬 1 📌 0
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Decided to check out how water is rendered in Counter-Strike 2.

Given how interactive water in CS2 is, I expected to see some cellular fluid simulation, but turns out they just use a low-resolution off-screen buffer with flat 2D decals used for various aspects of water. Reminds me of HL2 water :)

11.06.2025 00:55 👍 196 🔁 49 💬 5 📌 5
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GitHub - SergeyMakeev/ArcadeCarPhysics: Arcade Car Physics - Vehicle Simulation for Unity3D Arcade Car Physics - Vehicle Simulation for Unity3D - SergeyMakeev/ArcadeCarPhysics

That’s wild - over 5 years ago I was just toying with the idea for arcade car physics to capture that arcade feel… and today a game on Steam is about to release using that code 😊

Here's my racer code
github.com/SergeyMakeev...

The game that using it
www.ulule.com/highwaytoheal/

16.05.2025 03:33 👍 2 🔁 0 💬 0 📌 0
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Highway to Heal, Drive Fast & Take Care of Adorable Folks! An open-world arcade driving adventure PC game set in a climate-friendly future city.

🚑 Highway to Heal's crowdfunding campaign is live!

👉 ulule.com/highwaytoheal

💌 Sharing is caring!

#crowdfunding #highwaytoheal #indiegame #gaming

13.05.2025 16:27 👍 30 🔁 24 💬 1 📌 3
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In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same.

The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.

05.12.2024 22:11 👍 710 🔁 109 💬 11 📌 9