Loved this article from @noelfb.bsky.social. C# and .NET are totally OK to build multiplatform games in 2026!
Lots of gems in the ecosystem
www.noelberry.ca/posts/making...
Loved this article from @noelfb.bsky.social. C# and .NET are totally OK to build multiplatform games in 2026!
Lots of gems in the ecosystem
www.noelberry.ca/posts/making...
Vulkan memory barriers and image layouts explained www.rastergrid.com/blog/gpu-tec...
Graphics Programming weekly - Issue 430 - March 1st, 2026 www.jendrikillner.com/post/graphic...
๐ข
HIP Threads lets C++ teams offload CPU hotspots to AMD GPUs by making minor changes to your existing multithreaded C++ code:
โ๏ธ No kernel rewrites, no GPU expertise required.
๐๏ธ Just map threads and see real speedups in days.
๐ Learn more: gpuopen.com/learn/hip-th...
I donโt often post outside AnKiโs website but hereโs a new blog post explaining how Vulkan barriers work at the hardware and driver level on Mali GPUs developer.arm.com/community/ar...
Yes this extension changes a lot of stuff - descriptor management has always been a hell. Hope they will start deprecating older stuff!
Confidence per zone, also shows denoiser validation in NRD, when I decrease the gradient boost, there is ghosting in player shadow. Checkerboarding pattern represents total disocclusion means history fix is in action so blurrier shadows (spatial), Parameters need to be just right to avoid ghosting.
๐
DS2LE (Non-PT) vs DS2LE(PT). Thanks Usama again. Note DS2LE already had a lot of improvements like material shading, GTAO, Shadows already
bsky.app/profile/usam...
Modding is how I startedโฆmodding Doom was my first way into โI can make games!โ.
But this isโฆanother level.
I would love to contribute to this project one day!!!
Hi fellow #Neovim users!
I faced some problems with the LSP and #Slang within Neovim and finally figured out how the files need to be generated.
The solution is provided in my first Neovim plugin I've written (so bear with me), available here: github.com/pixelsandpoi...
Brume tower with PT in #DarkSouls2
I'm finally writing up how Nanite Tessellation works. The first few blogs posts are up. More will be coming.
graphicrants.blogspot.com/2026/02/nani...
that could be great for non-flythrough clouds, or maybe clouds LOD with volumetric ones! Great work :)
How slow/fast is the baking ?
Performance testing with help of community. This is 6 Paths per pixel RTX 5080 4K Performance - DLSS 4.5. Default is 1 Path per Pixel.
Thanks to AvgCroissant, don't think they are on this platform but I will keep it updated. Users can choose trade off between raw resolution vs path count.
Short conclusion of this Weekend project using Claude Code:
It currently feels like it's going to be more like this for the majority of people for at least the nearest future, butchering the lovely graphic from @mjwhansen.com:
All the presentations slides of the Graphics Programming Conference 2025 are up #GPC2025
graphicsprogrammingconference.com/archive/2025/
It took a bit longer than anticipated, but chapter 3 is now complete! We have fully reworked how the frame graph works to make it easier to use and (hopefully) understand. Gone is the definition in json and is now fully driven by code!
I've got a new blog post for all of you fine folks! It runs through the additions to D3D12 since it was released, and finishes up with some of the things that have changed for me personally in my code.
(And yes it's really been 10 years ๐ด).
therealmjp.github.io/posts/ten-ye...
For anyone who's tried to use spherical harmonics for lighting and found the notation- and terminology- heavy definitions confusing, highly recommend this classic: grahamhazel.com/blog/2017/12...
I think Graham Hazel's blog was down for a long time, years maybe, but works now!
ลukasz from Wookash Podcast (@gameengineering.bsky.social) has posted a lengthy conversation I recorded with him a few weeks ago:
www.youtube.com/watch?v=2KPU...
It's really awkward for me to watch it so I'll assume it's just confused rambling :)
Funding: if your mid/large business uses Dear ImGui - and maybe you are approaching end of year budget/planning etc. - please consider reaching out (PM/email) so I can help you help Dear ImGui !
The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...
My talk about ray-tracing is out!
youtu.be/CGR1gu2KW2s?...
Here I try to explain it in simple terms, while giving some historical context as well.
There is also a quick RTAO implementation with the worst denoise ever here:
github.com/JorenJoestar...
feedback is more than welcome!
Has anyone ever implemented "Projective Displacement Mapping for Ray Traced Editable Surfaces"?
If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips?
I'm really enjoying the content on Timothy Lotte's new Youtube channel www.youtube.com/@neokineogfx
We can finally announce that @gabrielsassone.bsky.social and I are working on the second edition of the Vulkan rendering book. More details to come soon!
dear imgui 1.92.4 released!
github.com/ocornut/imgu...
Bonus links:
- list of extensions github.com/ocornut/imgu...
- debug tools github.com/ocornut/imgu...
- error recovery github.com/ocornut/imgu...
- getting started github.com/ocornut/imgu...
- bindings & backends github.com/ocornut/imgu...
Quick tip, add the "-fspv-target-env=vulkan1.1" command line argument to Compiler Explorer's RGA to get it to compile HLSL shaders with wave intrinsics: godbolt.org/z/PKoh5d51K